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Tomas Akenine-Moller |
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Tomas Akenine-Möller manages the Advanced Rendering Technology subgroup in Lund/Sweden, where he is working on efficient algorithms for graphics processors. His expertise includes mobile graphics, rasterization, shadow generation, visibility, buffer and texture compression, and culling. He is a co-inventor of the ETC texture compression scheme which is part of OpenGL ES, and is a co-author of the first two Swedish SIGGRAPH papers ever. He has also co-authored the textbook Real-Time Rendering. Tomas joined Intel in 2008 after Intel acquired Swiftfoot Graphics – a company he co-founded and led as the CEO. He currently works 50% of his time at Intel, and for the rest of the time he is a graphics professor at Lund University.
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Tim Foley |
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Tim Foley joined Intel in 2007 from Neoptica, a real-time rendering startup in San Francisco. He is also a current student of Pat Hanrahan at the Stanford Graphics Lab, and currently works on programming models and languages for graphics. He previously worked on GPU programming models on the BrookGPU project at Stanford, and on CUDA as an intern at NVIDIA.
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Chuck Lingle |
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Chuck Lingle manages the Advanced Rendering Technology team inventing new, forward-looking rendering and rendering programming model technologies on Intel platforms. Before joining Intel, Chuck managed software engineering teams at DreamWorks Animation, developing Animation Tools and Core Systems. At Autodesk, he directed software development behind multiple releases of 3D Studio Max as well as a next-gen DCC toolset interactively rendering and animating in complex sets. Prior to Autodesk, he built flight simulator software on SGI platforms and led development of a flight-simulation renderer optimized for Cray supercomputers. In addition, Chuck oversaw advanced research projects surrounding Autodesk and DreamWorks tools as well as DARPA programs in flight simulator rendering and terrain generation. |
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Jim Nilsson |
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Jim Nilsson is currently working on methods to improve future graphics hardware in terms of features, performance, and power efficiency. Jim’s research background is computer architecture with focus on high performance memory systems, instruction and thread level parallelism, parallel programming, performance/power modelling, and image analysis. At Sun Microsystems, he was influential in the design of the memory system of the UltraSparc III processor. He’s founded four companies, working mainly on image analysis and recognition for mobile devices. Jim received his Ph.D. from Chalmers University of Technology in Gothenburg, Sweden, and his MBA from the University of Gothenburg, School of Business, Economics and Law.
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Marco Salvi |
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Marco Salvi joined the Advanced Rendering Technology team at Intel in 2008 and currently leads research efforts in new real-time rendering algorithms and SW/HW graphics architectures. In recent years Marco focused his work on order-independent transparency, shadow rendering and filtering, anti-aliasing and image reconstruction methods. Before joining Intel, Marco worked several years in Italy (Playstos), UK (“Heavenly Sword” - Ninja Theory) and US (“Star Wars The Force Unleashed” - LucasArts) architecting and implementing high performance renderers on two generations of Sony and Microsoft game consoles. Marco received his M.Sc. in Physics from the University of Bologna in 2001.
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Geoff Berry |
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Geoff Berry is part of the Rendering Systems Research group with over 12 years of experience developing compilers for parallel systems. He is currently focused on programming models and code generation for parallel workloads. Prior to this, Geoff was involved in generating optimized code for graphics shaders for the Larrabee architecture. |
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Petrik Clarberg |
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Petrik Clarberg joined Intel in 2008 through the acquisition of Swiftfoot Graphics, which he co-founded. His research focus lies on evolving the graphics pipeline through innovative hardware and software. Petrik’s main expertise lies in stochastic rendering and sampling methods, but he has published a variety of papers at SIGGRAPH, EGSR and HPG, covering topics like importance sampling, stochastic rasterization, and texture compression. Petrik received his M.Sc. in Computer Engineering & Science in 2005 and worked as a PhD candidate at Lund University from 2005-2008. He has been a visiting researcher at UCSD and Université de Montréal.
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Jon Hasselgren |
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Jon Hasselgren’s current his focus is on graphics hardware, stochastic rasterization and high-quality rendering techniques. In addition, he has worked on rasterization, compression and culling algorithms with focus on graphics hardware, as well as GPU accelerated rendering algorithms. Jon finished his Ph.D. in computer graphics at Lund University graphics group in 2009 and received his M.Sc. in Computer Science and Engineering from Lund University in 2004.
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Andrew Lauritzen |
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Jefferson Montgomery |
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Jefferson Montgomery is currently working on advancing the programmability and realism of graphics on Intel platforms. Previously Jefferson has worked in both research and production in the video game industry and received a Bachelor of Applied Science in Engineering Physics and Masters of Science in Computer Science from the University of British Columbia, where his primary interests were in robotics, artificial intelligence, and computer vision.
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Jacob Munkberg |
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Jacob Munkberg joined Intel in 2008. His current research interests include graphics hardware and high-quality rendering techniques. His expertise ranges from texture compression, culling algorithms and stochastic rasterization for real-time graphics pipelines. Prior to Intel, Jacob worked for Illuminate Labs on high quality ray tracing techniques, and co-founded Swiftfoot Graphics, which was acquired by Intel in 2008. He received his M.Sc. in Engineering Physics from Chalmers University of Technology and his Ph.D. in Computer Science from Lund University.
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Rahul Sathe |
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Rahul joined Intel in 1999. He spent first few years at Intel in design automation and validation. He got into graphics and gaming when he worked as Application Engineer enabling games on Intel’s multi core platforms. His current research interests include computer graphics, game physics and architecture. He has published articles in series like ShaderX, Game Programming Gems, and presented at conferences in real time graphics and rendering. He serves on Intel’s patent committee for graphics and consumer video. Rahul received his masters in Computer Engineering from Clemson University in 1998 and bachelor’s degree from University of Mumbai.
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Masamichi Sugihara |
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Masamichi Sugihara joined Intel in 2010 through the internship program. He’s currently working on parallel programming models for real-time rendering algorithms. He has contributed to research on motion blur rasterization techniques as well. Masamichi received his M.Sc. in Computer Science from University of Victoria in 2009, where his research topic was interactive deformation techniques for implicit surfaces.
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Robert Toth |
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Robert Toth joined the Advanced Rendering Technology team at Intel in 2008. Before joining Intel, Robert worked at Swiftfoot Graphics, which developed novel culling technology for real-time graphics, where he spent most of his time working on techniques for compilation based on interval methods. His current research interests are real-time rendering in higher dimensions, shading, sampling and filtering. Robert received his M.Sc. in Engineering Physics from Lund University.
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Karthik Vaidyanathan |
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Karthik Vaidyanathan received his MS from Stanford University in 2011 and has a bachelor's degree from Pune University. His research focus is in the area of real time stochastic rendering. Prior to graduate studies at Stanford, he had also worked for several years in research and development for wireless communications.
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Magnus Andersson |
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Magnus Andersson received his M. Sc. in Computer Science and Engineering from Lund University 2008. He then worked with font rendering at Mobile Labs AB for a while, before returning to academia to pursue his Ph.D. in 2009. His main research focus has been in the field of multi-view rendering techniques, but recent interests include many-core rendering and compression.
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Björn Johnsson |
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Björn Johnsson studied Computer Science at Lund University in 2002-2007. After that he worked at Massive Entertainment for two years as a game engine programmer before returning to Lund University to receive his M.Sc. in Computer Science in 2010. He is currently a Ph.D. student, enrolled at Lund University. Research interests include multi-view rendering, real-time global illumination and tree rendering.
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Soham Mehta |
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Soham Uday Mehta joined Intel as a graduate research intern in the summer of 2012, exploring image reconstruction and advanced sampling techniques for real-time graphics. He is a Ph.D. student in Computer Science at the University of California, Berkeley, working with Professor Ravi Ramamoorthi. His graduate research focus is on sampling and reconstruction for photo-realistic rendering.
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Alexander Toresson |
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Alexander Toresson joined Intel as a graduate intern in October 2012, exploring the energy efficiency of ray tracing for his Master's thesis. He is currently a student in Computer Science and Engineering at Lund University, graduating in March 2013. His main areas of interest within CS include graphics, digital signal processing, and low-level programming. |
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| Automatic Pre-Tessellation Culling
By: Jon Hasselgren, Jacob Munkberg, Tomas Akenine-Möller, ACM Transactions on Graphics Vol. 28(2):19, 2009 |




