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India (7:00 PM)
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Joined on August 26, 2012
EDUCATION - 01-01-1974 - 01-01-1987 Indian Central School Sultanate Of Oman Upto 10 th Standard ? Schooling ? 68 Grade Point Average - 01-01-1988 - 01-01-1989 Indian Central School Sultanate Of Oman Plus 2 ? Pre Degree ? 82 Grade Point Average - 01-01-1989 - 01-01-1993 TKM College Of Engineering Kollam, Kerala Engineering ? Electrical & Electronics ? 60 Grade Point Average - 01-01-2000 - 01-06-2000 Centre For Diploma in Advanced Computing Tandem, Shasthamangalam , Trivandrum , Kerala Diploma in Advanced Computing ? Diploma in Advanced Computing ? 70 Grade Point Average - 2004 - 2007 GI (Online Course) USA Game Programming(Graphics programming using Direct X, Opengl Programming, Terrain Programming, Cloth Animation, Engine Programming using BSP Trees, Direct Play, Game AI, Game Mathematics, Adaptible AI,DirectX Input Management, Realistic Lighting Using Spherical Harmonics,The Power Of Perlin Noise) ? Game Programming ? 80 Grade Point Average - - Georgie Varghese George Trivandrum, Kerala 695044 India - WORK EXPERIENCE - 01-01-2004 - Till Date Lead Game Engine Programmer JN Graphics & Games Trivandrum Development of 3D first person shooter PC game. Jan \'04 - till date Lead Game Engine Programmer 3D First Person Shooter Game involves. Implementation of the game engine, which uses proprietary multithreaded rendering, implemented in OpenGL. The game engine is implemented using proprietary mathematical based AI (Artificial Intelligence) and also complex fuzzy logic. It uses proprietary algorithm for acrobatics, dodging, model explosion animation, line of sight based optimization, gun physics, 3D lightning animation, water whirlpool animation, configurations of petalled water and animation using scaling matrix. ~ Design and Implementation of the game. P Implemented proprietary Collision Detection Algorithm, different types of guns, mathematical based AI (Artificial Intelligence). ä Keyboard and mouse input management using DirectX Component, DirectInput. Sound management using a DirectX Component, DirectSound. Implemented Shaders using High Level Vertex Shader and Pixel Shader Language - Cg and OpenGL Shading language. v Path finding was implemented using Artificial Intelligence and path finding algorithms. Skeletal Animation implemented in OpenGL. Tree Creation and Animation Programming. The BSP-PVS algorithm was implemented with additional proprietary algorithms. Implemented smoke generation and lens flare. Interactive lighting was implemented. 10 different types of proprietary acrobatic algorithms implemented. Did game speed optimizations. @ Implemented loading levels and meshes. h Providing technical guidance to the artists, who develop the characters and the levels that are used in the game. ~ Performing reviews of the characters and the levels developed by the artists. Recruiting artists. Work after leaving Technopark Worked with MEL VC++9 and Ray Tracing and Intel TBB //////////////////////////////////////// Overview of Ray Tracing //////////////////////////////////////// Simple Global Illumination Model for Ray Tracing //////////////////////////////////////// Computing a Reflected Ray //////////////////////////////////////// Ray-Object intersections: Ray - Sphere Intersections Ray-Plane Intersection Ray-Polygon Intersection Ray - Box Intersection Ray / Quadric Intersection /////////////////////////////////////////// Practical considerations in writing a Ray Tracer ////////////////////////////////////////// Computational acceleration techniques in ray tracing ////////////////////////////////////////// Advanced Ray Tracing Techniques The RADIANCE Lighting Simulation and Rendering System ////////////////////////////////////////// A Ray Tracing demonstration program ////////////////////////////////////////// Interactive Ray Tracing using KD Tree and BVH Tree Nvidia Optix Ray Tracing API. Nvidia Scenix Scene Management API CUDA Programming. CUDAGettingStarted 2.3Windows CUDAReferenceManual_2.3 CUDADeveloperGuide forOptimus_Platforms CUDAGDBUserManual2.3beta NVIDIACUDAProgrammingGuide 2.3 NVIDIACUDAProgrammingGuide_3.0 NVIDIA_FermiCompatibilityGuide NVIDIA_FermiTuningGuide NVIDIAGPUComputingWebinarsBestPractises ForOpenCLProgramming NVIDIAGPUComputingWebinarsCUDAMemoryOptimization NVIDIAGPUComputingWebinarsFurtherCUDAOptimization NVIDIAGPUComputingWebinars IntroductiontoCUDA NVIDIAGPUComputingWebinars IntroductionToOpenCL GPU Programming (GPU Programming Guide (Nvidia Geforce 7 Series) (GPU Programming Guide G80 (Nvidia Geforce 8 and 9 Series) Performance Hud User Guide Version 6.0 Performance Hud Quick Tutorial Version 6.0 PerfKit6Overview_Slides Spherical Environmental Mapping( OpenGL Spherical Mapping Blinn/Newell Latitude Mapping) Reflection On wall and floor. Cube Mapping. Lighting Formulas. Unity Game Engine Race Car Physics I have studied the following under a 10 year experienced engineering lecturer [login to view URL] OffRoad Racing Physics Cloth Animation Physics 1) i)Newton\'s Laws of Physics ii)Units And Measures iii)Coordinate System iv)Vectors v)Mass, Center Of Mass and Moment Of Inertia. (Graphics programming using Direct X, Opengl Programming, Terrain Programming, Cloth Animation, Engine Programming using BSP Trees, Direct Play, Game AI, Game Mathematics, Adaptible AI,DirectX Input Management, Realistic Lighting Using Spherical Harmonics,The Power Of Perlin Noise) Pentium IV , Geforce 4 and 5200(Nvidia Card) Windows XP Game Engine Technology VC++, OpenGL, DirectX , Cg, OpenGL Shading Language, Maya and 3DSMax JN Graphics & Games Trivandrum Demo URLs [login to view URL] [login to view URL] [login to view URL] [login to view URL] [login to view URL] [login to view URL] - 01-01-2001 - 01-12-2001 Graphics Software Engineer Tata Elxsi Bangalore Defect Analysis of semiconductor chips for Hitachi Mar \'01 - Dec \'01 Graphics Software Engineer Defect Analysis for Hitachi The SEM machine provides the average resistances per square. Each range of resistance is represented as a color. Bright red represents the highest resistance. Each square is represented with a range color which means that it\'s average resistance falls within that resistance range. Rather than retrieving all the squares average resistances which takes time, the user of the SEM machine chooses the squares he thinks which will best provide the correct picture of the of resistance distribution. The GUI takes these square resistance range inputs and creates a contour map by color interpolation and contour creation algorithm. It reduces time delay by avoiding calculation of average resistance of each square of the semiconductor chip by the SEM machine by interpolating and creating contour map. It also creates a line graph. The line graph shows the variation of resistance along a line on the surface of the semiconductor chip. ? Design and Implementation of Graphical User Interface (GUI), Interpolation and Contour creation logic, which connects with the Hitachi SEM machine. ? Color Interpolation. ? Scanning Radially. ? Scanning Line by Line. ? Contour Generation from Pixel Map. ? Dynamic Graph Generation. ? Approximate curve using Bezier equation. ? Line Graph. ? Region Checking using Ray Crossing and Parametric Equation of line segment plus handling degenerate cases. ? Calculating area of polygons. ? Rearranging fill order of contour. Pentium IV , Windows 2000 Graphics Technology VC++ and OpenGL. - - AWARDS AND HONORS - ? Programmatically created water ripple in 3D (Normal, 2 petal, 3 petal and morphing), whirlpool, Different Configurations Whirlpool. ? Animation using Scaling Matrix. ? Created Flic File Animations using Animator Pro. ? Created Digital Oscillator on Electronic Software called Electronic WorkBench. ? Implemented Rasterization. ? Texture mapped 3D flag and water ripple using procedural texture. ? Created Procedural textures (Different Types) (Hundreds Of Designs). ? Created 3D Animated Fractals. ? Tic Tac Toe game in Power Builder (Using Arrays, implementing 7 Global functions). ? E-commerce site. ? Scientific Calculator in Visual Basic and Power Builder. ? Diamond, Text, Stars and Lightening Animation. ? Programmed DNA molecule on Commodore 64 ? Eye animation on Commodore 64 and QBasic ? Ellipse Animation(Different Types) ? Programmed Digital Ramp Volt Meter on Commodore 64. ? Programmed a circuit using Multiplexer in Commodore 64. - TRAINING - Cutting Edge 3D Game Programming with C++ by John De Goes, Cutting Edge Direct 3D Programming by Stan Trujillo. Tricks Of The Windows Game Progarmming Gurus by Andre La Mothe. Black Art Of 3D Game Programming by Andre La Mothe Complete Maya Programming - An Extensive Guide to MEL and C++ API. Used and Implemented algorithms for Shader X Programming By Wolfgang Engel. Studied some parts AI Game Programming Wisdom I. Currently studying \"Physics For Game Developers\" By David M Bourg Worked with Okino Exporter. Worked with Direct X SDK. Worked with OpenGL SDK -
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