Resume
Information
Bo Zhou
Tel: 13451813691
Email: bo.schwarzstein@gmail.com
Blog: http://jedimaster.cnblogs.com/
Add: Mailbox 242, Class 05421, Nanjing Forestry University
Objective
Graphics Architect
Education
2005.9 – Now Dept. of Automation, Nanjing Forestry University
Abilities
Strongly skilled in C++, Python, Perl, Tcl\Tk, design pattern, rich experience in large scale CG software. Good mathematical ability, include mathematical analysis, numerical analysis, topological manifolds, differential geometry, probability theory, Monte Carlo, computational geometry. Master OpenGL, GPGPU, stream computing, parallel programming. Good at both realtime and offline rendering, familiar the production pipeline in CG studio. Master Autodesk Maya, MEL and plugin programming. Master Pixar RenderMan-like renderer, Gelato, Aqsis, Pixie.
Work Experience
2007.11 – 2008.1 Nanjing Origin Force 3D, Ltd, part-time job, R&D
2008.2 – Now Nanjing Adia Digital Art Co, Ltd, part-time job, R&D
Professional Experience
Teach myself OpenGL since in senior middle school.
Master C++, freely use the most popular framework and library, such as boost, GNU libraries, CGAL, to construct robust CG program. Good at Python, Perl, Tcl\Tk , writing utility scripts about any web communication, text processing for work or joy.
Master some tools, such as Visual Studio, Maya, SVM\CVS, NVIDIA PerfHUD, GLExpert, GLDevil, Fx Composer, mental mill, Pixar RenderMan, mental ray, NVIDIA Gelato.
Had read the all source code of OpenGL demos in NVIDIA SDK 9/10, and the open-source renderer such as Pixie, Aqsis, pbrt.
Master OpenGL, NVIDIA Cg, GLSL, and realtime rendering technology, implement several effects published in some papers, such as realtime global illumination, realtime caustics, volume ray casting.
Improved GPU-based downsampling method implement in NVIDIA Gelato, the result picture is here.
Solved planning accurately fur on Catmull-Clark Subdivide Surface (CCSS) in maya, the result is as similar as “Exact Evaluation of Catmull-Clark Subdivision Surfaces Near B-spline Boundaries” from Disney Studio and Utah University. The article is here.
Solved the UV mapping between origin mesh and CCSS mesh, with the help from knowledge about manifolds mapping. Write a GPU-based tools like UVSnapshot in Maya, supply to artists for painting. The article is here.
Master point-based rendering technology, include rendering, modeling, invented a point cloud reconstruction method for RenderMan point cloud. The articles are here and here.
Developing an in-house GPU-based cinematic relighting system for production pipeline, just like Pixie Lpcis, implemented some powerful feature in ILM Lightspeed. All the work is doing by myself. Here is some current snapshot.
Language Skills
CET4 531
CET6 468
German