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Kamyar Abhari Scientific Developer, Synaptive Medical Inc. Kamyar Abhari is a scientific developer at Synaptive Medical Inc., Toronto, Canada. He obtained his Ph.D. and M.Sc. in Biomedical Engineering from, respectively, Western University, London, Canada and University of Manitoba, Winnipeg, Canada. His primary research interests include medical image visualization and human-computer interaction in image-guided surgeries. |
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Matthew Amato
Senior Software Architect, Analytical Graphics, Inc. Matthew Amato is a Senior Software Architect at Analytical Graphics, Inc. He is also a co-founder of Cesium, an open-source WebGL globe and map engine, as well as the inventor of CZML, a JSON schema for time-dynamic geospatial visualization. |
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Edward Angel Professor Emeritus of Computer Science, University of New Mexico Ed Angel is Professor Emeritus of Computer Science at the University of New Mexico (UNM) and was the first UNM Presidential Teaching Fellow. At UNM, he held joint appointments in Computer Science, Electrical and Computer Engineering, and Cinematic Arts and was the founding director of the Art, Research, Technology, and Science Laboratory (ARTS Lab), a unique interdisciplinary center with educational, research, and economic development activities that span the range of digital media. Ed's textbook, Interactive Computer Graphics, with Dave Shreiner is now in its seventh edition. Ed and Dave thought that they were done with the textbook after the sixth edition but were both so intrigued with WebGL and its potential for teaching computer graphics that they did a seventh edition using WebGL exclusively. Ed has taught over 100 professional short courses, including WebGL courses at both SIGGRAPH and SIGGRAPH Asia. |
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Johannes Behr Head of VCST Department, Fraunhofer IGD Dr. Johannes Behr received his PhD degree in 2005. His areas of interests are Virtual Reality, Real-Time Rendering, and 3D Interaction Techniques. Since 2005, Dr. Johannes Behr is working at the Fraunhofer Institut für Graphische Datenverarbeitung (IGD, Germany) and leads the VCST group. Over the last 15 years, he contributed to the OpenSG, InstantReality and x3dom.org projects. |
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Nicolas Belmonte Staff Data Scientist, Twitter, Inc. Nicolas Belmonte is Staff Data Scientist and Technical Lead for Data Visualization at Twitter. Nicolas leads Twitter Interactive, a platform that delivers public-facing data visualizations around verticals like News, Government, Sports and TV in collaboration with Twitter's Comms and Media teams. Prior to joining Twitter, Nicolas created several open-source frameworks for advanced data visualization, like the JavaScript Infovis Toolkit and PhiloGL, that were used by organizations like Mozilla, Google, the White House, and Twitter. Today his interests range from advanced techniques in graphics to investigative journalism. |
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Florian Bösch Freelance WebGL developer/consultant, Codeflow After becoming a freelancer in 2008, Florian has specialized in WebGL services since 2011. He is servicing clients with WebGL related needs from a variety of industries. He is the maintainer webglstats.com and codeflow.org. |
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Nicholas Brancaccio Lead Graphics Engineer, Floored, Inc. Nicholas (Rhode Island School of Design, BFA, Printmaking) spent his previous life getting poisoned by antique photographic chemistry, and arguing that video games are art. One fateful day, while dehydrated in the perilous jungles of New Hampshire, he came across an outcropping. "Water!" he exclaimed. Making haste, he dived in. But this wasn't water at all - it was an ocean of hungry triangles. Before he knew it, he was fully consumed. Some time later, he was spotted on the alabaster dunes of New York City, mumbling a single phrase: "Draw teapots." And so he did. He is currently at Floored, Inc, responsible for the core rendering technologies in their in-house engine: Luma. |
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Diego Cantor-Rivera Software and Biomedical Engineer Diego received his M.Eng. degree in Systems and Computer Engineering from Universidad de Los Andes (Colombia), and his Ph.D. in Biomedical Engineering from Western University (Canada). He developed the first beating heart and the first brain cortical thickness maps in WebGL (2010). He is also the author of the WebGL Beginner's Guide (Packt Publishing, 2012) which has sold internationally in English, Korean and Chinese. Diego is passionate about web technologies and open source, and he currently works with the Virtual Augmentation and Simulation for Surgery and Therapy (VASST) laboratory in London, Canada, where he develops virtual and augmented reality environments for neurosurgical teaching and training. He enjoys free time, cryptozoology and other mythical entities. |
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Nicolas Capens Software Engineer, Google Nicolas Capens is a member of Google's Chrome GPU team and a contributor to Android graphics tools. He is passionate about making 3D graphics more widely available and less restricted. His work on the ANGLE project helped create reliable WebGL support for Chrome on Windows. As the lead developer of SwiftShader, he enabled WebGL on systems with blacklisted GPUs or drivers. Through innovative multi-threading, wide vectorization, and dynamic code specialization he continues to drive the convergence between CPU and GPU capabilities. Nicolas received his MSci.Eng. degree in computer science from Ghent University in 2007. |
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David Catuhe Principal Program Manager for IE and Web Standards, Microsoft David Catuhe is driving HTML5 and open web standards evangelization for Microsoft. He defines himself as a geek. He loves developing with JavaScript and HTML5 but also with DirectX, C#, C++, or even Kinect (he wrote a book about it which is available on Amazon). He is the father of Babylon.js and hand.js. |
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Paul Cheyrou-Lagrèze R&D Engineer, Sketchfab Paul's experience ranges from C64 to Android's latest GPU. He made the first OpenGL-based html editor, Amaya, back in 2000 within the INRIA/W3C. Then he freelanced fifteen years in the simulation industry in areas such as talking 3D avatars, multi-projector curve fitting, and surgery room simulation. He is interested in the broad subject of world computer simulation, not only 3D graphics, but also AI and physics. He is working now with the fabulous Sketchfab team, making 3D accessible to everyone, in the simplest way, yet awesome. |
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Patrick Cozzi
Principal Graphics Architect, Analytical Graphics, Inc. At Analytical Graphics, Inc. (AGI), Patrick leads the development of Cesium, an open-source WebGL virtual globe and map engine. He is the editor of WebGL Insights, coeditor of OpenGL Insights, coauthor of 3D Engine Design for Virtual Globes, and a member of the editorial board for the Journal of Computer Graphics Techniques. Patrick frequently presents at SIGGRAPH and contributes to other book series. He is a member of Khronos and teaches GPU Programming and Architecture at the University of Pennsylvania, where he earned a master's degree in computer science. |
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Nick Desaulniers Open Source Zealot, Mozilla Nick Desaulniers is a software engineer fighting for the open web at Mozilla. When Nick is not helping third-party developers target Firefox OS, he’s giving talks around the world about Web technologies, learning new programming languages, or compiling C/C++ to JavaScript with Emscripten. Contributing to Open Source software and an accessible Internet for all are some of the things that Nick is most passionate about. Nick received his B.S. in Computer Engineering from Rochester Institute of Technology and is an Eagle Scout. |
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Matt DesLauriers Creative Developer, Jam3 Matt DesLauriers is a self-taught graphics programmer who studied Film & Media at Queen's University. Working at Jam3 in Toronto, he combines his love of film, programming, and design to produce interactive content for the web. When he is not tinkering with WebGL and open-source modules, he might be found at a local espresso shop or rock climbing gym. |
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Chris Dickinson Node Core Contributor, Walmart Labs Chris Dickinson serves as a core committer to the Node.js and io.js projects on behalf of Walmart Labs. He is passionate about open source, community-driven efforts to improve tooling, and writing parsers as a stress-relief mechanism. He is a maintainer of several projects within the stack.gl open source organization, which is committed to building reusable, pluggable tools for webgl. |
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Olli Etuaho System Software Engineer, NVIDIA Corporation Olli received his master's degree from Tampere University of Technology (TUT) in 2012, already equipped with some industry experience from game development and NVIDIA's mobile browser team. As a part of his work at NVIDIA, he has been an active contributor to the WebGL specification and the Chromium project, most recently helping with the WebGL 2 effort. As his passion project, he develops CooPaint, a WebGL-accelerated painting app. |
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Lin Feng Associate Professor, School of Computer Engineering, Nanyang Technological University, Singapore Dr. Lin Feng is currently an Associate Professor, the Director of Bioinfomatics Research Centre, and the Programme Director of MSc (Digital Media Technology) at the School of Computer Engineering, Nanyang Technological University. His research interest includes biomedical informatics, biomedical imaging and visualization, computer graphics, and high-performance computing. He has worked for more than 20 funded research projects since joining NTU and has published about 200 technical papers. He is a Senior Member of IEEE. |
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David Galeano Co-founder, Turbulenz Limited As the co-founder of Turbulenz, David was directly involved in the creation of all the technology within the Turbulenz platform. Before creating Turbulenz in 2009, he spent eight years at Criterion Software as Senior Software Engineer working on RenderWare Graphics, and at Electronic Arts as Technical Director of EA's internal rendering technology group. David originally worked for six years developing games at Dinamic Multimedia in Spain. |
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Jeff Gilbert Software Engineer, Mozilla Corporation Jeff is a software engineer at Mozilla, where he leads the WebGL implementation for Gecko. He was first introduced to graphics and software engineering by patching and hacking together modifications for computer games. Years later, Jeff is on the other side of the fence, working to help developers author and port 3D content into the browser with WebGL. |
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Benoit Jacob Software Engineer, Google, formerly Mozilla Until 2010, Benoit was a mathematician at Universities of Paris and Toronto, and in his spare time developed open-source numerical software, such as the Eigen matrix library. He then joined Mozilla as a software engineer, to work on browser engine graphics and WebGL. In late 2014, he joined Google, going back to working on numerical software and specifically Eigen. |
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Jacek Jankowski Graphics Software Engineer, Intel Corporation Jacek is a Graphics Software Engineer at Intel and was previously a Research Fellow at INRIA and DERI. He has published more than 20 papers in the top-tier Human-Computer Interaction, Web technology, and Computer Graphics journals and conferences. Jacek is passionate about incorporating 3D graphics into the Web user interface. |
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Brandon Jones Software Engineer, Google, Inc. Brandon is a software engineer on the Google Chrome GPU team, and has been chasing computer graphics as a hobby since he was a kid. Along the way he was distracted by the siren's song of web development, and was overjoyed to find the two subjects collide in the form of WebGL. |
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Hugh S. Kennedy Untitled, NodeSource Hugh is an Australian software developer with a background in data visualisation and installation art. He currently works for NodeSource, spending much of his time working on product development and design. He is one of the maintainers of stack.gl, an open and modular software ecosystem for WebGL built on top of browserify and npm. |
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Almar Klein Freelance pythonista After studying Electrical Engineering, Almar Klein did a PhD in medical image analysis. Working with dynamic CT data sparked an interest in (3D) visualization, which resulted in the development of Visvis. Currently, Almar is a core developer of Vispy, and collaborating with Continuum Analytics to lower the barriers of (scientific) computing by building the next generation data analysis platform. |
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Alexander Kovelenov Senior Software Engineer, Blend4Web Alexander received his specialist degree in radio-frequency engineering at Bauman Moscow State Technical University (BMSTU). After which he worked for three years developing software for the Global Navigation Satellite System (GLONASS). In 2011, he joined the Blend4Web team as a senior software engineer. He is responsible for developing the engine architecture and the physics, sound, and visual programming systems. |
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Max Limper Researcher, Fraunhofer IGD / TU Darmstadt Max is a Researcher at Fraunhofer IGD. As part of the Visual Computing System Technologies (VCST) group, he is developing rendering technology for academia and industry, such as InstantReality and X3DOM. His main focus are methods for polygonal mesh processing, aiming at optimized delivery and presentation of 3D meshes on the Web. Max is also a PhD student at the Interactive Graphics Systems group (GRIS) at TU Darmstadt. |
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Mikola Lysenko Freelance Mikola Lysenko is a computer programmer with a background in computational geometry. He specializes in computer aided design, data visualization, and GPU programming. Some of his projects include work for 3D Systems and plotly. Currently he is working on stack.gl, which is a modular ecosystem for developing WebGL applications. He also writes about geometry recreationally for the blog 0fps. |
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Ivan Lyubovnikov Software Engineer, Blend4Web Ivan graduated from Tula State University, where he studied mathematics and computer science. His interests lie in web development and programming, especially in WebGL and HTML5 technologies. He joined the Blend4Web team in 2013 as a 3D engine programmer. He is responsible for developing major engine parts including, but not limited to shader processing pipeline, optimization, data processing, shadows, and visual effects. |
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Zhenyao Mo Software Engineer, Google Inc. Zhenyao Mo received his PhD degree in Computer Science from University of Southern California. For the past five years, he has been part of Google's Chrome GPU team, implementing and perfecting WebGL. Although constantly craving to write the coolest WebGL app ever, he never gets the chance. He accepts that his role is to enable other developers to have fun with WebGL. |
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Muhammad Mobeen Movania Assistant Professor, DHA Suffa University Dr. Muhammad Mobeen Movania received his PhD degree in Advance Computer Graphics and Visualization from Nanyang Technological University (NTU), Singapore in 2012. He carried out research mainly in biomedical volume rendering and visualization in collaboration with the National Cancer Centre of Singapore (NCCS). After his graduation, he joined Institute for Infocomm Research (I2R), a division of A-Star Singapore, as a research scientist. His responsibilities there were research and development in the areas of advanced computer graphics, augmented reality and 3D animation. Dr. Movania has published several international conference and journal papers in the area of computer graphics and visualization including a poster at SIGGRAPH 2013. He has served as a reviewer for several recent OpenGL books including OpenGL 4 Shading Language Cookbook (Second Edition) and a video course Building Android Games with OpenGL ES online course both published by Packt Publishing in 2013. He has written a book (OpenGL Development Cookbook published by Packt Publishing in 2013) which details several applied recipes on using modern OpenGL. He has also authored a book chapter in (OpenGL Insights published by AK Peters/CRC Press in 2012). Dr. Movania is currently serving as an Assistant Professor in the Department of Computer Science at DHA Suffa University Karachi, Pakistan. More information about his current research activities can be obtained from his research group web page. |
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Cedric Pinson CTO at Sketchfab Cedric is the co-founder and CTO of Sketchfab — a platform for sharing 3D content online. A veteran of the game industry since 2001, he transitioned from a project leader in 3D client technology to launching his career as a freelance developer in 2008. Cedric's personal and freelance projects quickly led him to become a pioneer in WebGL technology. He developed OSG.JS — a framework implementing an OpenScenGraph-like toolbox to interact with WebGL via JavaScript. Using this technology, he focused on the creation of a real-time, online 3D viewer. Cedric's innovation was quickly embraced by the 3D community and morphed into Sketchfab — a TechStars alum and venture-capital backed company with over 15 employees in their New York and Paris offices. |
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Philip Rideout Senior Graphics Developer in Berkeley, CA Philip helped build the industry's first GLSL compiler at 3Dlabs in the early 2000's. He is an alumnus of the developer tools team at NVIDIA, as well as Pixar's Research & Development division. He first started dreaming about computer graphics after a high school field trip to Intergraph Corporation. |
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Kevin Ring Principal Software Engineer, National ICT Australia (NICTA) Kevin recently moved halfway around the world to beautiful Sydney, Australia to help NICTA build Australia's National Map and to spend just a little bit too much time on the beach. Previously, Kevin co-authored the book 3D Engine Design for Virtual Globes with Patrick Cozzi, which helped launch the development of Cesium, the open-source virtual globe for the web. In between bouts of complaining about JavaScript, Kevin built Cesium's terrain and imagery rendering engine as well as a server-side tool to process hundreds of gigabytes of terrain data for efficient streaming to a web browser. |
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Evgeny Rodygin Software Engineer, Blend4Web After receiving a specialist degree in mechanical engineering and a bachelor's degree in computer science at Bauman Moscow State Technical University (BMSTU), Evgeny worked as a design engineer of low-voltage systems in Central Design Institute of Communication. Since 2012, Evgeny has been working with the Blend4Web team as a software engineer. He is a big fan of open-source software and Linux. His biggest interests are shader optimizations, artificial intelligence, and anything related to 3D graphics. |
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Cyrille Rossant Research associate at University College London Dr. Cyrille Rossant is a research data scientist and software engineer in neuroinformatics. A graduate of Ecole Normale Superieure, Paris, where he studied mathematics and computer science, he has also worked at Princeton University, University College London, and College de France. He is one of the lead developers of VisPy, an OpenGL-based high-performance visualization package in Python. He is the author of two books on Python for data science: Learning IPython for Interactive Computing and Data Visualization, and IPython Interactive Computing and Visualization Cookbook, both at Packt Publishing. |
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Jeff Russell Engineer & Co-Founder, Marmoset As one of the founding members of Marmoset, Jeff has worked since 2012 on the company's technical foundation, focusing on graphics and engine development. His attention these days is focused on creating real-time graphics tools for artists. Prior to this he has spent time in game development and virtual reality research. |
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Kenneth Russell Software Engineer, Google, Inc. Ken Russell is a software engineer on Chrome's GPU team at Google, Inc., and has been deeply interested in 3D graphics since taking his first college course on the topic. Among previous work he interned at Silicon Graphics working on the Cosmo Player VRML plugin, and co-founded Sun Microsystems' Java Bindings to the OpenGL API (JOGL) project. He currently serves as the chair of the WebGL working group. |
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Tarek Sherif 3D Software Engineer, BioDigital Tarek Sherif is a 3D Software Engineer at BioDigital where he's helping to build the BioDigital Human Platform, a WebGL-based publishing platform for visualizing anatomy, disease, treatments and health information in interactive 3D. Previously, he was a Software Developer at the McGill Centre for Integrative Neuroscience, where he was lead designer and developer of BrainBrowser, a set of visualization tools for neuroimaging data built using WebGL and HTML5. |
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Dave Shreiner ACM/SIGGRAPH 2014 Conference Chair Dave has been working with OpenGL-related technologies for over 25 years. From authoring the first commercial training course on OpenGL while at Silicon Graphics; to contributing to numerous books on computer graphics using OpenGL, OpenGL ES, and WebGL; and collaborating with Ed Angel to help a multitude of programmers hone their OpenGL-related skills, he’s been privileged to share his passion with thousands of developers. |
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Christian Stein Researcher, Fraunhofer IGD / TU Darmstadt After collecting some industry experience as software engineer in game development alongside with his studies, Christian received his master's degree in computer science in 2014. In the VCST department of the Fraunhofer IGD, he is responsible for web-based rendering technology. His research focuses on spatial data structures and large model rendering on the web. |
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Maik Thöner Researcher, Fraunhofer IGD / TU Darmstadt Maik is part of the Visual Computing System Technologies department of the Fraunhofer IGD, where he is researching and developing web-based rendering systems for large models. His main research interests include virtual reality, 3D in the web, distributed rendering, and hybrid rendering. He received his master's degree in computer science from the TU Darmstadt. |
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Vladimir Vukicevic Engineering Director, Mozilla Vladimir has been working on Firefox and open web standards for over ten years. During this time, he managed to successfully convince people that JavaScript and the Web would be fast enough for 3D graphics to happen in the browser, and WebGL was born. He chaired the initial WebGL working group within Khronos up until the finalization of the WebGL 1.0 standard. Since then, he has worked on graphics and performance problems with Firefox and Firefox OS, and helped bring high-end games to the Web via Emscripten and asm.js. Currently Vladimir is focused on bringing VR capabilities to the Web and in general making the Web competitive with native desktop and mobile platforms. |
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Shannon Woods Software Engineer, Google Shannon is the project lead for ANGLE, an open-source graphics translation engine used by projects, from browsers to UI frameworks to mobile games, to execute OpenGL ES across many platforms. Prior to her current work with ANGLE, she explored other corners of the 3D graphics world, developing software for game portability and real-time distributed simulation. She is a graduate of the University of Maryland, and enjoys close specification analysis, music, and teapots. |