His research focuses on the areas of interactive computer graphics (real-time crowd simulation, path planning, intelligent virtual characters) and multi-robot coordination (collision avoidance, sensor fusion, path planning under uncertainty). Stephen’s work on motion planning has been licensed for use in games and virtual environments by Relic Entertainment, EA, and other companies; his work in crowd simulation has been recognized by best paper awards at international conferences. Prior to joining Minnesota, he received his Ph.D. in Computer Science in 2012 from the University of North Carolina – Chapel Hill with support from fellowships from Google, Intel, and the UNCF, and his B.S. in Computer Engineering with honors from the University of Virginia in 2006..