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- Gameplay Programmer at Ubisoft Vancouver
- The University of British Columbia
- Vancouver, Canada
Expériences professionnelles
2003 - 2005
Courses: 3rd and 4th year Computer Graphics. Assisted students with computer graphics theory and programming. Designed and conducted tutorials. Prepared solutions for assignments. Marked assignments and examinations.2002 - 2002
Developed a non-photorealistic 3D shading application using NVIDIAs programmable hardware. Implemented sillhouettes, texture hatching, and shadow mapping. Compiled resources for game networking.2002 - 2002
Developed a non-photorealistic 3D shading application using NVIDIA’s programmable hardware. Implemented sillhouettes, texture hatching, and shadow mapping. Compiled resources for game networking.Voir toutes les Expériences professionnelles (3)Parcours scolaire
2004 - 2006
Activities and Societies: * Reviewed papers for SIGGRAPH, IEEE Computer Graphics & Applications special issue on Sketching, Robotics and Autonomous Systems, Special Issue on Morphology, Control and Passive Dynamics, and Computer Graphics Forum. Invited Talks: Eurographics Workshop on Sketch-Based Interfaces and Modeling, Dublin, Ireland, Aug 05 University College London, London, UK, Jul 05 International Conference on Robotics and Automation, Barcelona, Spain, Apr 05 Inria, Bordeaux, France, Apr 05
2002 - 2004
Thesis: Synthesis of Controllers for Stylized Planar Bipedal Walking. Publication: Dana Sharon and Michiel van de Panne Synthesis of Controllers for Stylized Planar Bipedal Walking. ICRA 2005: International Conference on Robotics and Automation. Barcelonia, Spain, April 18-22, 2005. Abstract: We present a method for computing controllers for stable planar-biped walking gaits that follow a particular style. The desired style is specified with a kinematic target trajectory. A nearest-neighbor controller representation is used and its free parameters are optimized using a local parameter search technique. The optimization function is constructed by integrating a mass-distance metric over xed time intervals, which to measure the deviation of a simulated motion from a desired target motion. We demonstrate simulated bipedal walks having different styles, dimensions, and walks that are robust with respect to unobserved terrain variations and modeling errors.
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