About Myself
I have been involved with all aspects of 3D graphics since 1995, starting with writing simple ray-tracers. Back then, POV-Ray had just become popular. And after playing with it for a while, I wanted to have my own ray tracer. Thus I wrote it completely in Pascal with basic scene language parser. When I look back on it today, although it was slow even for past standards, it was rather good.
Thereafter, I became involved with real time rendering using polygons. 3D hardware was slowly being introduced to the market while the majority of 3D engines still had software rasterizers and was heavily written in Assembly language to obtain most of the CPU power.
I completed a simple engine by today's standards, upon my enrollment at University of California, Davis as a computer science engineering student. While I focused on the class work, I also joined "CIPIC - Visualization and Graphics Research Group", working with professor Kwan-Liu Ma. My interests focused primarily on scientific visualization, interactive computer graphics, parallel rendering, non-photorealistic rendering (NPR), and anything related to global illumination (Monte Carlo Ray-Tracing, Radiosity, Photon Mapping). I was working at CIPIC until I finished my Master's degree in the summer of 2003.
Following my brother’s advice, I joined EA/Maxis two weeks after my graduation. In retrospect, my work at EA was a disappointing professional experience. It was clearly not 3D related and there my primary focus was on "Flash" based UI, and later on generic development tools and localization tools. I resigned in May of 2004 and founded "4D Blue", and I have been working on “4D Blue” project ever since.
More information can be found on my personal web-page that is slightly outdated, missing many new publications and research projects, but it is accurate overall.
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