![]() His early work in camera tracking is published in Graphics Gems II. Rod Bogart came to Industrial Light & Magic (ILM) in 1995 after spending three years as a software engineer at Pacific Data Images. Kevin has been a regular speaker at SIGGRAPH, GDC, and similar events for the past decade. ![]() He attended several colleges, eventually graduating from the California Institute of the Arts film school. Before joining NVIDIA, he worked extensively in the film, television, and game industries, supervising development and imagery for Final Fantasy: The Spirits Within and The Animatrix performing numerous technical director and layout animation duties on Toy Story and A Bug's Life developing games on just about every commercial platform producing theme park rides animating too many TV commercials and booking daytime TV talk shows. Kevin Bjorke works in the Developer Technology group developing and promoting next-generation art tools and entertainments, with a particular eye toward the possibilities inherent in programmable shading hardware. Curtis specializes in the art path and object model of the NVIDIA Demo Team's scenegraph API-while fighting the urge to succumb to the dark offerings of management in marketing. He began working in 3D while attending Carnegie Mellon University, where he generated environments for playback on head-mounted displays at resolutions that left users legally blind. ![]() The CD content, including demos and content, is available on the web and for download.Ĭurtis Beeson moved from SGI to NVIDIA's Demo Team more than five years ago he focuses on the art path, the object model, and the DirectX renderer of the NVIDIA demo engine. You can purchase a beautifully printed version of this book, and others in the series, at a 30% discount courtesy of InformIT and Addison-Wesley. GPU Gems is now available, right here, online.
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