Mohammad Sina Nabizadeh

I'm a CS PhD candidate at UC San Diego and the Center for Visual Computing, where I work on computer graphics research.

At UC San Diego, I am extremely lucky to work with professors Albert Chern and Ravi Ramamoorthi. I did my bachelors in computer engineering at the University of Waterloo, where I was fortunate to be advised by professor Christopher Batty at the Computational Motion Group.

I received a silver medal at the International Olympiad on Astronomy and Astrophysics in 2014 and Canada Developer 30 Under 30 Award in 2018. I was credited for working on Houdini by SideFX, and two AAA games in 2020: Watch Dogs Legion by Ubisoft and Call of Duty Black Ops: Cold War by Activision.

LinkedIn  /  Github  /  Google Scholar
Twitter  /  ORCID  /  MobyGames

Email:
sinabiz-at-ucsd-dot-edu

profile photo
Publications

I'm broadly interested in the intersection of mathematics, computer science, physics, and engineering. More specifically, I'm passionate about computational geometric mechanics, structure-preserving simulations, discrete differential geometry, optimization, and stochastic mechanics. I also avidly follow research in the real-time computer graphics field.

Fluid Implicit Particles on Coadjoint Orbits
Mohammad Sina Nabizadeh, Ritoban Roy-Chowdhury, Hang Yin, Ravi Ramamoorthi, Albert Chern
SIGGRAPH Asia, 2024
project page / video / bibtex

We propose Coadjoint Orbit FLIP (CO-FLIP), a high order accurate, structure preserving fluid simulation method in the hybrid Eulerian-Lagrangian framework. Using a discrete Hamiltonian formulation we achieve energy and Casimir preservation; formally, the flow evolves on infinite-dimensional coadjoint orbits. We show that the method produces benchmarks and turbulent visual effects even at low grid resolutions.

Fluid Cohomology
Hang Yin, Mohammad Sina Nabizadeh, Baichuan Wu, Stephanie Wang, Albert Chern
SIGGRAPH, 2023
project page / video / bibtex

We derive the dynamics of harmonic components for incompressible inviscid fluids, which has previously been overlooked in the vorticity-streamfunction formulation for Euler equations. We elucidate the physical laws associated with the new equations and show their importance in reproducing physically correct behaviors of fluid flows on domains with general topology.

Exterior Calculus in Graphics
Stephanie Wang, Mohammad Sina Nabizadeh, Albert Chern
SIGGRAPH, 2023
project page / bibtex

This is a comprehensive course for graphics researchers to fill the gap between their undergraduate curriculum of multivariable calculus and cutting-edge graphics research. We use relevant examples from computer graphics to illustrate the theory of exterior calculus leading to advanced topics including continuum mechanics, fluid dynamics, and geometric optimizations.

Wave Simulations in Infinite Spacetime
Chad McKell, Mohammad Sina Nabizadeh, Stephanie Wang, Albert Chern
Under review
arxiv link

We present a method for solving the wave equation on the entire infinite domain using only finite computation time and memory. We perform wave simulations in infinite spacetime using a finite discretization of the bounded spacetime with no additional loss of accuracy introduced by the Kelvin transformation.

Covector Fluids
Mohammad Sina Nabizadeh, Stephanie Wang, Ravi Ramamoorthi, Albert Chern
SIGGRAPH, 2022
project page / video / bibtex

We simulate Euler equations for inviscid fluids by using a novel formulation based on covectors. This new formulation is an entirely velocity-based method in the vein of advection-projection methods while emulating vortex methods. This allows for capturing more intricate vortex dynamics and reducing dissipation of energy with low computational overhead.

Kelvin Transformations for Simulations on Infinite Domains
Mohammad Sina Nabizadeh, Ravi Ramamoorthi, Albert Chern
SIGGRAPH, 2021
project page / video / bibtex

We solve infinite-domain simulation problems by applying the Kelvin transform. The transformation turns infinite-domain PDEs into bounded-domain ones via a domain inversion and a singularity factorization.

News
  • June 2nd 2023: Talk on Covector Fluids paper at Pixel Cafe at UCSD CSE department. (In-person)
  • April 22nd 2023: Talk on Covector Fluids paper at Southern California Fluids Conference. (In-person)
  • February 28th 2023: Talk on Covector Fluids paper at Geometric Mechanics at UCSD Math department. (In-person)
  • November 3rd 2022: Talk on Covector Fluids paper at joint oceanography seminar at UCSD Scripps Institution of Oceanography. (In-person)
  • August 10th 2022: Talk on Covector Fluids paper at SIGGRAPH 2022. (In-person with recording here)
  • August 4th 2022: Talk on Covector Fluids paper at Stanford University. (In-person)
  • June 9th 2022: Talk on Covector Fluids paper at Visual Computing Center's retreat. (In-person)
  • June 7th 2022: Discussion on Covector Fluids paper at McGill Univeristy. (Remote)
  • June 2nd 2022: Talk on Covector Fluids paper at University of Waterloo Computer Graphics Lab (CGL). (Remote)
  • May 10th 2022: Talk on Covector Fluids paper at SideFX Software. (Remote)
  • September 24th 2021: Talk on Kelvin Transform paper at Toronto Geometry Colloquium (TGC). (Remote with recording here)
  • August 11th 2021: Talk on Kelvin Transform paper at SIGGRAPH 2021. (Remote with recording here)
Experience

Throughout my studies, I've been very fortunate to intern at various places, and be mentored by all the wonderful folks listed below, so that I could pursue my childhood passion towards movies, animation, and gaming. These internships have allowed to me witness how much beautiful math, physics, and engineering goes into creating these forms of art, and contribute my share to them.

WētāFX
Simulation Intern
Wellington, New Zealand (remote)
June, 2023 - September, 2023

Mentors: Alexey Stomakhin, Steve Lesser

Pixar
Research Intern
Emeryville, California, USA
June, 2022 - September, 2022

Mentors: Fernando de Goes, Andrew Butts, Mark Meyer
Worked on cloth deformation and simulation.

Treyarch
Graphics Engineer Intern
Santa Monica, California, USA (remote)
June, 2021 - September, 2021

Mentor: Jose Doran
Worked on Call of Duty: Warzone 2.

Activision Central Tech
Computer Graphics Intern
Portland, Maine, USA (remote)
May, 2020 - September, 2020

Mentor: Michael Vance, Akimitsu Hogge
Worked on Call of Duty Black Ops: Cold War.

University of Waterloo
Research Assistant
Waterloo, Ontario, Canada
January, 2018 - April, 2020

Mentor: Prof. Christopher Batty
Worked on adaptive quad/octree viscous fluid simulation.

Ubisoft Toronto
3D Programmer Intern
Toronto, Ontario, Canada
January, 2019 - April, 2019

Mentor: Ruben Penalva, Randy Tjandra
Worked on Watch Dogs Legion.

Side Effects Software
3D Software Developer Intern
Toronto, Ontario, Canada
May, 2018 - August, 2018

Mentor: Jeff Lait
Worked on Houdini 17 release.

Side Effects Software
3D Software Developer Intern
Toronto, Ontario, Canada
September, 2017 - December, 2017

Mentor: Neil Dickson, Derrick Moser
Worked on Houdini 16.5 release.

Derivative
Engine Programmer Intern
Toronto, Ontario, Canada
January, 2017 - April, 2017

Mentor: Rob Bairos, Malcolm Bechard
Worked on Touch Designer engine.

Christie Digital Systems
Software Developer Intern
Kitchener, Ontario, Canada
May, 2016 - August, 2016

Mentor: Jamie de Domenico
Worked on auto focus systems.

2015 International Olympiad on Astronomy and Astrophysics (IOAA)
Team Canada Instructor and Leader
Toronto, Ontario, Canada
May, 2015 - August, 2015

Volunteered to help instruct and lead the Canadian olympiad team.


This website was forked from Jon Barron.