Andries van Dam is the Thomas J. Watson Jr. University Professor of Technology and Education and Professor of Computer Science at Brown University. He has been a member of Brown's faculty since 1965, was a co-founder of Brown's Computer Science Department and its first Chairman from 1979 to 1985, and was also Brown's first Vice President for Research from 2002 - 2006.
His research includes work on computer graphics, hypermedia systems, post-WIMP and natural user interfaces (NUI), including pen- and touch-computing, and educational software. He has been involved for five decades with systems for creating and reading electronic books with interactive illustrations for use in teaching and research.
In 1967 Prof. van Dam co-founded ACM SICGRAPH (the precursor of SIGGRAPH) and from 1985 through 1987 was Chairman of the Computing Research Association. He is a Fellow of ACM, IEEE, and AAAS, a member of the SIGGRAPH Academy, the National Academy of Engineering, and the American Academy of Arts & Sciences. He has received the ACM Karl V. Karlstrom Outstanding Educator Award, the SIGGRAPH Steven A. Coons Award for Outstanding Creative Contributions to Computer Graphics, and the IEEE Centennial Medal, and holds honorary doctorates from Darmstadt Technical University, Swarthmore College, the University of Waterloo, and ETH Zurich. He has authored or co-authored over 100 papers and nine books, including "Fundamentals of Interactive Computer Graphics" and three editions of "Computer Graphics: Principles and Practice".
Title: Advances in Rendering, Graphics Research and Video Game Production
Abstract: Life as a graphics programmer in video games is often about finding matches. On the one hand, there are the requirements of production, the demands of content creators, and the visual deficiencies in your final image. On the other hand, a continual stream of exciting new research in the field and knowledge of advances in rendering. The ability to find matches between a problem presented by production and a solution provided by the rendering community is an important skill for any graphics programmer. Of course, this is never the end of the story, and this talk will cover not only the process of finding matches but the ongoing struggles in the relationship between problem and solution, as we take research into production and into the final product.
Bio: Stephen McAuley is a 3D Technical Lead at Ubisoft Montreal on the Far Cry brand, where he has spearheaded the vision for the graphics engine. He started in video games in 2006 at Bizarre Creations, shipping games such as Blur and Blood Stone. Moving to Ubisoft in 2011, he started working on Far Cry 3 and has focused on pioneering physically based lighting and shading, a more data-driven rendering architecture and overall improvements in visual quality. He is also passionate about sharing his knowledge with the industry as a whole, running internal training and conferences, speaking at SIGGRAPH and GDC, and organising the Physically Based Shading course at SIGGRAPH on six occasions. Previously, he was a graphics programmer at Bizarre Creations, shipping games such as Blur and Blood Stone.