

Principal System Software Engineer NVIDIA

Key developments in graphics hardware design over last 20 years.Graphics hardware: GTX, RealityEngine, InfiniteReality, GeForce 6800.Realizing OpenGL: two implementations of one architecture (Kilgard).OpenGL design rationale from its specification co- authors (Segal, Akeley).
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Learn how to use Vertex Buffers objects for high vertex processing rates.“Using Vertex Buffer Objects Well” (Kilgard).How the OpenGL graphics system developed.“An Incomplete History of OpenGL” (Kilgard).Facilitated conversation – Mid-session break –.OpenGL in Context (Akeley, Kilgard, Levoy).OpenGL’s evolution: a personal retrospective (Akeley).SIGGRAPH Computer Graphics Achievement Award.Professor of Computer Science and Electrical Engineering.Wrote book on OpenGL and X, co-authored Cg Tutorial.Developed popular OpenGL Utility Toolkit (GLUT).Worked on X Window System integration for OpenGL.Before NVIDIA, worked at Silicon Graphics.Works on Cg for portable programmable shading.Developed original OpenGL driver for 1st GeForce GPU.System Software Engineer, NVIDIA, Austin, Texas Member of US National Academy of Engineering.Spent time at Microsoft Research Asia in Beijing.Principal Researcher, Microsoft Research Silicon Valley.Co-developed Cg “C for graphics” language at NVIDIA.Returned to Stanford University to complete Ph.D.Lead development of SGI’s high-end graphics hardware.Kurt Akeley, Microsoft Research 13 December 2008 Singapore Modern OpenGL: Its Design and Evolutionĭevelopment of OpenGL at Silicon Graphics (SGI)
