2005 – 2012UC Santa Cruz · Cal Poly SLO

Academic Research, Publications & Software Archive

Prior to joining eBay’s EPIC Design Lab / Human Interface Group in 2012 and Google in 2017, my graduate research at UC Santa Cruz’s Expressive Intelligence Studio and Cal Poly, San Luis Obispo focused on connecting non-technical creators to complex computational systems—spanning visual authoring environments for AI-driven interactive drama, autonomous virtual character realism, finite-speed-of-light rendering, and real-time physically-based animation.

Research Projects

AI · HCI · Computer Graphics

StoryCanvas visual plot fragment editor interface
2009–2012·UC Santa Cruz — Expressive Intelligence Studio (EIS)

StoryCanvas & Beyond StoryCanvas

Visual Comic-Storyboard Authoring & Runtime Analysis for Plan-Based Interactive Drama

A completely visual, storyboard-driven authoring environment for plan-based interactive narratives, paired with runtime story-space heatmaps and social-physics planner suggestions.

Wide Ruled 2.0 main authoring window
2007–2013·UC Santa Cruz — Expressive Intelligence Studio (EIS)

Wide Ruled & Wide Ruled 2.0

A Friendly Graphical Authoring Environment for Author-Goal Based Story Generation

An accessible interactive narrative authoring tool built on the UNIVERSE planning model, used in university courses and interactive storytelling research.

Supporting Character Realism system architecture connecting ABL Java agents to Second Life
2011–2012·UC Santa Cruz (Expressive Intelligence Studio) & BAE Systems

Supporting Character Realism (SCR)

Defining, Designing, and Evaluating Believable AI Background Avatars in Virtual Worlds

Reactive ABL behavior-tree agents designed to blend convincingly into hybrid human/AI virtual environments, evaluated in a multi-patron social scenario in Second Life.

2008–2009·UC Santa Cruz — Computer Graphics Lab

Transient Rendering

Light Transport and Sensor Modeling at a Finite Speed of Light (30 Billion FPS)

A physically-relevant generalization of Kajiya's rendering equation accounting for finite speed-of-light propagation and time-of-flight sensor modeling.

2007·UC Santa Cruz — Computer Graphics Lab

Facial Type, Expression, and Viseme Generation

Hybrid Example-Based 3D Facial Mesh Synthesis from Sparse Scan Data

ACM SIGGRAPH 2007 research combining a sparse 3D scan dataset with learned geometric basis variation to synthesize novel facial types, expressions, and speech visemes in real time.

2006–2007·Cal Poly, San Luis Obispo — Computer Science Department

Interactive Thin Shells (ITS)

A Real-Time Visual Interface for Analyzing and Experimenting with Physically-Based Animations

Master's thesis and CAINE 2007 paper presenting an interactive 3D simulation environment with dynamic force visualization and live parameter manipulation for thin-shell cloth/metal physics.

2006·Cal Poly, San Luis Obispo

Fault-Tolerant Parallel Raytracer

A Dynamically Scalable Three-Tier Master-Slave Architecture for Distributed Raytracing

SEDE 2006 paper and distributed rendering system capable of surviving arbitrary worker node unplugging and non-concurrent server failures with near-linear speedup across 50+ machines.

Publications & Papers

YearPublication & AuthorsVenue / InstitutionProjectDocument
2013Wide Ruled 2.0 In-Class Presentation & System Overview
James Skorupski
UC Santa Cruz Lecture Slides (February 2013)Wide Ruled & Wide Ruled 2.0PDF ↗
2012Evaluating Realism for Virtual Supporting Characters
James Skorupski, Josh McCoy, Catherine Zanbaka, Kathy Ryall, Michael Mateas
Technical Report UCSC-SOE-12-04, Computer Science Department, UC Santa CruzSupporting Character Realism (SCR)PDF ↗
2011Intelligent Visual Interfaces for Authoring Generative Narratives (Ph.D. Advancement Document)
James Skorupski
UC Santa Cruz Computer Science DepartmentStoryCanvas & Beyond StoryCanvasPDF ↗
2010Novice-Friendly Authoring of Plan-Based Interactive Storyboards
James Skorupski, Michael Mateas
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE)StoryCanvas & Beyond StoryCanvasPDF ↗
2009Storyboard Authoring of Plan-Based Interactive Dramas
James Skorupski
Foundations of Digital Games (FDG) Doctoral ConsortiumStoryCanvas & Beyond StoryCanvasPDF ↗
2009Interactive Story Generation for Writers: Lessons Learned from the Wide Ruled Authoring Tool
James Skorupski, Michael Mateas
Digital Arts and Culture (DAC)Wide Ruled & Wide Ruled 2.0PDF ↗
2009Step-by-Step Tutorial: Creating an Interactive Story in Wide Ruled 2.0
Alex Mitchell (National University of Singapore)
NUS Interactive Storytelling Curriculum GuideWide Ruled & Wide Ruled 2.0PDF ↗
2009Understanding Video at 30 Billion Frames Per Second with Transient Rendering
Adam M. Smith, James Skorupski, James Davis
Bay Area Vision Meetup (BAVM 2009) PosterTransient RenderingPDF ↗
2008Transient Rendering
Adam M. Smith, James Skorupski, James Davis
Technical Report UCSC-SOE-08-26, Computer Science Department, UC Santa CruzTransient RenderingPDF ↗
2007Wide Ruled: A Friendly Interface to Author-Goal Based Story Generation
James Skorupski, Lakshmi Jayapalan, Sheena Marquez, Michael Mateas
International Conference on Virtual Storytelling (ICVS), pp. 26–37Wide Ruled & Wide Ruled 2.0PDF ↗
2007Facial Type, Expression, and Viseme Generation
James Skorupski, J. Yee, Josh McCoy, James Davis
ACM SIGGRAPH 2007 Posters (San Diego, CA), Article 34Facial Type, Expression, and Viseme GenerationPDF ↗
2007Interactive Thin Shells: A Model Interface for the Analysis of Physically-Based Animation
James Skorupski, Zoë Wood, Alex Pang
Proceedings of the International Conference on Computer Applications in Industry and Engineering (CAINE 2007), pp. 128–134Interactive Thin Shells (ITS)PDF ↗
2007Interactive Thin Shells (Master's Thesis)
James Skorupski
California Polytechnic State University, San Luis ObispoInteractive Thin Shells (ITS)PDF ↗
2006A High Population, Fault Tolerant Parallel Raytracer
James Skorupski, Ben Weber, Mei-Ling L. Liu
Proceedings of the ISCA 15th International Conference on Software Engineering and Data Engineering (SEDE 2006), pp. 122–127Fault-Tolerant Parallel RaytracerPDF ↗

Software & Releases

Package / ReleaseProjectPlatformSizeDownload
Wide Ruled 2.0 — Release 3.61 (Full Package)
Includes WideRuled2.exe and the MurderMysteryInteractive.wr2 sample story.
Wide Ruled & Wide Ruled 2.0Windows (.NET 3.5+)41.1 MiBZIP ↓
Wide Ruled 1.0 — Release 8.1 (Final Java Release, Mar 2008)
Includes House MD and Lebowitz 'Churn' sample stories.
Wide Ruled & Wide Ruled 2.0Cross-Platform (Java JRE 1.5+)653 KiBZIP ↓
Wide Ruled 1.0 — Release 8.0 (Jun 2007)Wide Ruled & Wide Ruled 2.0Java JRE 1.5+636 KiBZIP ↓
Wide Ruled 1.0 — Release 6.0 (Jun 2007)Wide Ruled & Wide Ruled 2.0Java JRE 1.5+615 KiBZIP ↓
Wide Ruled 1.0 — Release 5.0 (May 2007)Wide Ruled & Wide Ruled 2.0Java JRE 1.5+609 KiBZIP ↓
Wide Ruled 1.0 — Release 4.0 (May 2007)Wide Ruled & Wide Ruled 2.0Java JRE 1.5+609 KiBZIP ↓
Wide Ruled 1.0 — Release 3.0 Updated (May 2007)Wide Ruled & Wide Ruled 2.0Java JRE 1.5+611 KiBZIP ↓
Wide Ruled 1.0 — Release 2.0 (May 2007)Wide Ruled & Wide Ruled 2.0Java JRE 1.5+603 KiBZIP ↓
Wide Ruled 1.0 — Release 1.0 (Initial Release, May 2007)Wide Ruled & Wide Ruled 2.0Java JRE 1.5+591 KiBZIP ↓
FacePoser Interactive 3D Viewer & Dataset (faceposerdemo.zip)
Extract and run proj.exe to interactively explore the continuous space of facial types, expressions, and visemes.
Facial Type, Expression, and Viseme GenerationWindows (x86 / OpenGL)80.6 MiBZIP ↓
Interactive Thin Shells v1.0 Executable & Sample Meshes
Includes ITS_v1.0.exe and sample 3D meshes in the Meshes/ directory.
Interactive Thin Shells (ITS)Windows (SSE2)511 KiBZIP ↓