Edmond Prakash

Edmond Prakash leads the research group on Games technology in the Department of Computing and Mathematics at Manchester Metropolitan University, Manchester, UK. Prior to joining MMU, Dr. Edmond Prakash was an Assistant Professor in computer science and he was also the Research Director for the GameLAB at the school of Computer Engineering at Nanyang Technological University, Singapore. Edmond has held visiting positions at the Touch Lab at MIT, USA; the Beckman Institute at UIUC, USA; the National Center for Supercomputing Applications, UIUC, USA; and the Center for Visual Computing at SUNY-SB, USA. Edmond's research focus is on exploring the applications of visual computing in engineering, business, science, medicine as well as in entertainment computing. Dr. Edmond Prakash is currently working on various issues in the context of entertainment computing, such as how to accommodate highest-quality dynamic graphics programming through inherent support for natural user interaction. Dr. Edmond has published in every top journal in computer graphics including IEEE Transactions on Visualization and Computer Graphics, IEEE Computer Graphics and Applications, The Visual Computer, Computers and Graphics, Computer Graphics Forum, Shape Modelling, Journal of Visualization, Imaging Science and Technology and Machine Graphics and Vision. He currently serves as the Editor-in-Chief of the International Journal of Computer Games Technology.

Biography Updated on 26 October 2007

Articles in Scholarly Journals [Incomplete List]

  1. Strategic Team AI Path Plans: Probabilistic Pathfinding
    International Journal of Computer Games Technology, vol. 2008, Article ID 834616, 6 pages, 2008
  2. Adaptive Processing of Range Scanned Head: Synthesis of Personalized Animated Human Face Representation with Multiple-Level Radial Basis Function
    EURASIP Journal on Advances in Signal Processing, vol. 2007, Article ID 27658, 16 pages, 2007
  3. Interactive deformable geometry maps
    The Visual Computer, vol. 23, no. 2, pp. 119–131, 2007
  4. Tracking facial features with occlusions
    Journal of Zhejiang University SCIENCE A, vol. 7, no. 7, pp. 1282–1288, 2006
  5. A new physical model with multilayer architecture for facial expression animation using dynamic adaptive mesh
    IEEE Transactions on Visualization and Computer Graphics, vol. 10, no. 3, pp. 339–0_7, 2004
  6. Face alive
    Journal of Visual Languages & Computing, vol. 15, no. 2, pp. 125–160, 2004
  7. Efficient Modeling of An Anatomy-Based Face and Fast 3D Facial Expression Synthesis
    Computer Graphics Forum, vol. 22, no. 2, pp. 159–169, 2003
  8. HFSM: HIERARCHICAL FACIAL SHAPE MODELING ALGORITHM FOR REALISTIC FACIAL EXPRESSION ANIMATION
    International Journal of Shape Modeling, vol. 9, no. 1, p. 101, 2003
  9. Modeling and animation of individualized faces for 3D facial expression synthesis
    International Journal of Imaging Systems and Technology, vol. 13, no. 1, pp. 42–64, 2003
  10. Hardware architecture for voxelization-based volume rendering of unstructured grids
    Journal of Systems Architecture, vol. 44, no. 9-10, pp. 675–690, 1998
  11. Voxel-based modeling for layered manufacturing
    IEEE Computer Graphics and Applications, vol. 15, no. 6, pp. 42–47, 1995
  12. VOXEL based modeling and rendering irregular solids
    Microprocessing and Microprogramming, vol. 30, no. 1-5, pp. 341–346, 1990