Ken Perlin
American computer scientist & university professor
Ken Perlin's AcademicInfluence.com Rankings
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Computer Science
Ken Perlin's Degrees
- PhD Computer Science New York University
- Masters Computer Science New York University
- Bachelors Mathematics University of California, Berkeley
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Why Is Ken Perlin Influential?
(Suggest an Edit or Addition)According to Wikipedia, Kenneth H. Perlin is a professor in the Department of Computer Science at New York University, founding director of the Media Research Lab at NYU, director of the Future Reality Lab at NYU, and the Director of the Games for Learning Institute. He holds a BA. degree in Theoretical Mathematics from Harvard University , a MS degree in Computer Science from the Courant Institute of Mathematical Sciences, New York University , and a PhD degree in Computer Science from the same institution . His research interests include graphics, animation, multimedia, and science education. He developed or was involved with the development of techniques such as Perlin noise, real-time interactive character animation, and computer-user interfaces. He is best known for the development of Perlin noise and Simplex noise, both of which are algorithms for realistic-looking Gradient noise.
Ken Perlin's Published Works
Published Works
- An image synthesizer (1988) (1393)
- An image synthesizer (1985) (879)
- Improv: a system for scripting interactive actors in virtual worlds (1996) (821)
- Texturing and Modeling: A Procedural Approach (1994) (760)
- Real-Time Continuous Pose Recovery of Human Hands Using Convolutional Networks (2014) (723)
- Pad: an alternative approach to the computer interface (1993) (662)
- Improving noise (2002) (579)
- Accelerating Eulerian Fluid Simulation With Convolutional Networks (2016) (435)
- Real Time Responsive Animation with Personality (1995) (393)
- Quikwriting: continuous stylus-based text entry (1998) (266)
- Pad++: A Zoomable Graphical Sketchpad For Exploring Alternate Interface Physics (1996) (239)
- The impact of individual, competitive, and collaborative mathematics game play on learning, performance, and motivation (2013) (220)
- Painterly rendering for video and interaction (2000) (215)
- An autostereoscopic display (2000) (214)
- A Survey of Procedural Noise Functions (2010) (162)
- Texturing and Modeling (1998) (158)
- The UnMousePad: an interpolating multi-touch force-sensing input pad (2009) (152)
- Measuring bidirectional texture reflectance with a kaleidoscope (2003) (151)
- Texturing and Modeling, Third Edition: A Procedural Approach (The Morgan Kaufmann Series in Computer Graphics) (2011) (99)
- Texturing and modeling - a procedural approach, Third Edition (2002) (80)
- A platform for affective agent research (2004) (72)
- Live paint: painting with procedural multiscale textures (1995) (71)
- State of the Art in Procedural Noise Functions (2010) (69)
- Layered compositing of facial expression (1997) (58)
- Spacetime: Enabling Fluid Individual and Collaborative Editing in Virtual Reality (2018) (57)
- Physical objects as bidirectional user interface elements (2004) (55)
- Challenges Using Head-Mounted Displays in Shared and Social Spaces (2019) (50)
- ClayVision: the (elastic) image of the city (2012) (41)
- T(ether): spatially-aware handhelds, gestures and proprioception for multi-user 3D modeling and animation (2014) (40)
- Metrics in Simulations and Games for Learning (2013) (39)
- Recent advances in the NYU autostereoscopic display (2001) (37)
- The Effect of Learning Mechanics Design on Learning Outcomes in a Computer-Based Geometry Game (2012) (33)
- Nested user interface components (1999) (32)
- Growing up programming: democratizing the creation of dynamic, interactive media (2009) (31)
- PhyShare: Sharing Physical Interaction in Virtual Reality (2017) (30)
- Immersive environments: a physical approach to the computer interface (1994) (30)
- Active Learning Environments with Robotic Tangibles: Children's Physical and Virtual Spatial Programming Experiences (2018) (29)
- Human-guided simple search: combining information visualization and heuristic search (1999) (27)
- CollaboVR: A Reconfigurable Framework for Creative Collaboration in Virtual Reality (2020) (25)
- Future Reality: How Emerging Technologies Will Change Language Itself (2016) (24)
- An Alternative Approach to the Computer Interface (1993) (22)
- IMPAD: an inexpensive multi-touchpressure acquisition device (2009) (20)
- Autonomous Digital Actors (2008) (19)
- Holojam in Wonderland: Immersive Mixed Reality Theater (2018) (18)
- Feasibility and reliability of a virtual reality oculus platform to measure sensory integration for postural control in young adults (2018) (17)
- Building Virtual Actors Who Can Really Act (2003) (16)
- clayodor: Retrieving Scents through the Manipulation of Malleable Material (2015) (16)
- Noise, hypertexture, antialiasing, and gesture (2003) (16)
- Collagemachine: a model of interface ecology (2001) (15)
- Assessment via the Oculus of Visual "Weighting" and "Reweighting" in Young Adults. (2017) (14)
- Mechanical force redistribution: enabling seamless, large-format, high-accuracy surface interaction (2014) (14)
- Chalktalk : A Visualization and Communication Language - As a Tool in the Domain of Computer Science Education (2018) (14)
- A Collaborative Untethered Virtual Reality Environment for Interactive Social Network Visualization (2016) (13)
- Game and interactivity in computer science educationVideo presentations are available on the citation page (2006) (13)
- An Oculus Rift Assessment of Dynamic Balance by Head Mobility in a Virtual Park Scene: A Pilot Study. (2019) (13)
- Advances in the Pad++ Zoomable Graphics Widget (1995) (13)
- Better acting in computer games: the use of procedural methods (2002) (12)
- Simulation software for the Utah/MIT dextrous hand (1989) (11)
- Robotic Haptic Proxies for Collaborative Virtual Reality (2017) (11)
- HOLO-DOODLE: an adaptation and expansion of collaborative holojam virtual reality (2017) (11)
- Stateless Remote Environment Navigation with View Compression (1999) (11)
- Toward Interactive Narrative (2005) (11)
- Exploring Configuration of Mixed Reality Spaces for Communication (2019) (10)
- Creating Emotive Responsive Characters Within Virtual Worlds (2000) (10)
- Control Mechanisms of Static and Dynamic Balance in Adults With and Without Vestibular Dysfunction in Oculus Virtual Environments (2018) (10)
- Improvisational animation (1996) (10)
- Tabula rasa: a multiscale user interface system (1998) (10)
- Algorithmic shape modeling with subdivision surfaces (2002) (10)
- GazeChat: Enhancing Virtual Conferences with Gaze-aware 3D Photos (2021) (9)
- Procedural shape synthesis on subdivision surfaces (2001) (9)
- UrbanRama: Navigating Cities in Virtual Reality (2021) (9)
- RAPUNSEL: Improving self-efficacy and self-esteem with an educational computer game (2009) (9)
- Realistic human body movement for emotional expressiveness (2009) (9)
- GazeChat: Enhancing Virtual Conferences with Gaze-aware 3D Photos (2021) (9)
- An Oculus platform to measure sensory integration for postural control in patients with vestibular dysfunction (2017) (8)
- Manifest the Invisible: Design for Situational Awareness of Physical Environments in Virtual Reality (2018) (8)
- RAPUNSEL: How a computer game design based on educational theory can improve girls self-efficacy and self-esteem (2007) (8)
- Controlling 3D objects by sketching 2D views (1992) (8)
- Chalktalk VR/AR (2018) (8)
- Weighting and reweighting of visual input via head mounted display given unilateral peripheral vestibular dysfunction. (2019) (8)
- 6 – Noise, Hypertexture, Antialiasing, and Gesture (1994) (7)
- A Game Mechanics Approach to Learning and Assessment in Games for Learning (2013) (7)
- Chapter 2 Noise Hardware (6)
- Two Document Visualization Techniques for Zoomable Interfaces (1995) (6)
- Cave: making collective virtual narrative (2019) (6)
- Novel Interaction Techniques for Collaboration in VR (2018) (6)
- CAVRN: An Exploration and Evaluation of a Collective Audience Virtual Reality Nexus Experience (2019) (5)
- FLOCK: a location-based, multi-user VR experience (2017) (5)
- CollaboVR: A Reconfigurable Framework for Multi-user to Communicate in Virtual Reality (2019) (4)
- Virtual Environments for Rehabilitation of Postural Control Dysfunction (2019) (4)
- CAVE: Making Collective Virtual Narrative: Best Paper Award (2019) (4)
- B-Spline Wavelet Paint (2002) (4)
- A new scheme for drawing hypergraphs (1994) (3)
- A Virtual Obstacle Course within Diverse Sensory Environments (2020) (3)
- Resynthesizing reality: driving vivid virtual environments from sensor networks (2017) (3)
- Four views of procedural character animation for computer games (2008) (3)
- The Rapunsel Project (2005) (3)
- TapGazer: Text Entry with Finger Tapping and Gaze-directed Word Selection (2022) (3)
- A zooming sketchpad, a multiscale narrative: Pad++, PadDraw, Gray Matters (1997) (3)
- Atypical: A Type System for Live Performances (2017) (3)
- The Outpost (2020) (3)
- The UnMousePad: the future of touch sensing (2009) (3)
- The UnMousePad: the future of touch sensing (2009) (3)
- Eccescopy: to look, is to see (2015) (3)
- The coming age of computer graphics and the evolution of language (2014) (2)
- Exploring the Effectiveness of Face-to-face Mixed Reality for Teaching with Chalktalk. (2019) (2)
- Improv: Interactive Improvisational Animation and Music (1992) (2)
- 15. The Butterfly effect: Dancing with real and virtual expressive characters (2008) (2)
- Controlling 3-D objects by sketching 2-D views (1993) (2)
- Mechanical force redistribution floor tiles (2014) (2)
- Eccescopy (2015) (1)
- Sound design and reproduction techniques for co-located narrative VR experiences (2019) (1)
- VRGaitAnalytics: Visualizing Dual Task Cost for VR Gait Assessment (2021) (1)
- A Virtual Reality Oculus Platform to Measure Sensory Integration for Postural Control (2017) (1)
- Zero-Shot Multi-Modal Artist-Controlled Retrieval and Exploration of 3D Object Sets (2022) (1)
- Tactful Calling : Urgency-Augmented Phone Calls through High-Resolution Pressure Input on Mobile Phones (2009) (1)
- Real-time responsive synthetic dancers and musicians (1996) (1)
- Who is Looking at Whom? Visualizing Gaze Awareness for Remote Small-Group Conversations (2021) (1)
- Proceedings of the International Computer Music Conference 2016 A Fluid Chord Voicing Generator (2017) (0)
- Computer graphics and the illusion of life (2006) (0)
- Games: the dominant medium of the future (2002) (0)
- Mary and the monster: chapter one (2019) (0)
- Mixed Reality Collaboration for Complementary Working Styles (2022) (0)
- UIST 2010 - 23rd ACM Symposium on User Interface Software and Technology: Foreword (2010) (0)
- Computer graphics achievement award (2008) (0)
- The web as a procedural sketchbook. (2005) (0)
- Painterly Rendering for Video and Interaction by Aaron Hertzmann (2009) (0)
- The future of experiential computing (2022) (0)
- S97 Visual Procedings (1997) (0)
- Exploring Configurations for Multi-user Communication in Virtual Reality (2019) (0)
- The web as a procedural sketchbook: Copyright restrictions prevent ACM from providing the full text for this work. (2005) (0)
- Session details: We have contact! (2009) (0)
- Synthesizing Realistic Textures by the Composition of Perceptually Motivated Functions (Graphics) (1986) (0)
- Dis-illusion of life: becoming a digital character animator (1998) (0)
- SIGGRAPH 2006 course notes for the web as a procedural sketchbook (2006) (0)
- Walking Balance Assessment with Eye-tracking and Spatial Data Visualization (2021) (0)
- The UnMousePad: An Inexpensive Pressure-Sensitive Multi-Touch Input Pad (2008) (0)
- LookAtChat: Visualizing Gaze Awareness for Remote Small-Group Conversations (2021) (0)
- The future of human/computer interfaces (2011) (0)
- Beyond Photo Realism for Domain Adaptation from Synthetic Data (2019) (0)
- Future reality lab: inventing the XR future (2021) (0)
- United States Patent ( 19 ) Perlin et al . 54 ) FRACTAL COMPUTER USER CENTERFACE WITH ZOOMING CAPABILITY (2017) (0)
- Review of “ Telemurals : Linking Remote Spaces with Social Catalysts ” by Karahalios and Donath (2009) (0)
- LookAtChat: Visualizing Eye Contacts for Remote Small-Group Conversations (2021) (0)
- Non-photorealistic rendering for painting, drawing, and animation (2001) (0)
- Designing Effective Playful Collaborative Science Learning in VR (2022) (0)
- Session details: The web as a procedural sketchbook (2006) (0)
- Proceedings of the 33rd Annual ACM Symposium on User Interface Software and Technology (2010) (0)
- XR for Everyone, Everywhere (2020) (0)
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What Schools Are Affiliated With Ken Perlin?
Ken Perlin is affiliated with the following schools: