Resume
Ignacio Castaño Aguado
Graphics Programmer
Objective
To obtain a full time position as a technology and tools programmer
Qualifications
- Strong math skills and solid programming foundation.
- C++, C#, Lua. CUDA. OpenGL and DirectX. Assembly and high level shading languages.
- Windows, Unix, X-Box and Xenon platforms and development environments.
Experience
Developer Technology Engineer, NVIDIA, Corp., September 2006 / Present
- Created the new NVIDIA Texture Tools a collection of image processing and texture manipulation tools.
- Developed new DXT compression algorithms, and CUDA accelerated implementations.
- Edited the rendering section of GPU Gems 3.
- More details upon request.
3D Tool Engineer, NVIDIA, Corp., April 2005 / August 2006
- Maintained nvidia image and mesh processing tools and provided developer support.
- Participated in the design and development of FX Composer 2 using C#, Managed C++ and C++/CLI.
- Wrote various FX Composer 2 plugins, including the OpenGL/Cg and PS3 rendering backends, custom DG nodes, manipulators, undoable commands and many UI components, as well as some custom draw controls.
- Added serialization of scenes and assets using Collada and worked with Sony in the design of Collada FX.
Game Programmer, Oddworld Inhabitants, Inc., November 2004 / March 2005
- Shipped Stranger's Wrath.
- Maintained our Maya plugins and improved the robustness of our mesh processing tools.
- Computed ambient occlusion and bent normal maps using a KD-Tree for spatial acceleration and precomputed ray traversals for efficient Montecarlo integration.
- Wrote X-Box shaders for rendering using those maps, optimized the existing shaders and added additional special effects.
- Explored different normal map compression techniques.
- Wrote miscellaneous game code related to the inventory, user interface and weapons.
Graphics Programmer, Relic Entertainment, Inc. June 2004 / November 2004
- Worked closely with artists in the design of a special effects compositing tool.
- Developed an outstanding FX engine for PC and Xenon and its supporting tools and integrated it on their engine and content pipeline.
- Supervised the work of a specialized user interface programmer.
- Assisted the artists in the migration of the existing assets to the new effect system and wrote tools to facilitate this task.
- Wrote HLSL shaders to accelerate effects animations.
- Supported the artists with problems that arose on our content production pipeline and added new features like compressed textures and support for normal maps.
- Prototyped a b-spline fitting method to reduce the size of the animations.
Graphics Programmer, Nebula Technologies, SA., 2003
- Developed an interactive fire, water and smoke simulator for a firefighters game.
- Learned Direct3D9, assembly and HLSL pixel shaders.
- Wrote miscellaneous code for culling, rendering, game logic, UI and scripting.
Lead/Graphics Programmer, Crytek, GmbH., 2000
- Led a group of three programmers. All the work was done at home, working with colleagues through mail, irc and icq.
- Wrote a full game framework, OpenGL rendering engine and tools for an action/adventure first person shooter.
- Implemented BSP collision detection and response, skeletal animation, subdivision of Bezier surfaces, procedural shaders, flares, environment mapping and volumetric fog effects.
Other Experience
- I have special interest in digital mesh processing algorithms, that include: mesh cleanup, parametrization, segmentation, simplification, and attribute extraction algorithms. I've developed all those algorithms as part of my mesh processing library.
- More recently I've also developed image filtering and compression algorithms.
- I also have experience writing complex Cg shaders, rendering engines, and lighting systems using stencil shadow volumes.
- You can find additional information about me, including source code examples and demos on my website: http://castano.ludicon.com
Education
Qualifications
- I have a 5 year degree in Computer Science and Engineering by the University of Seville, Spain. (1999-2004)
- I have Honor Degrees in Graph Theory and Computational Geometry.
Conference Presentations
- 3d Engine Design, SEISS IV - Nov 2003.
- Hands on: SDL and OpenGL, SEISS IV - Nov 2003.
- Mesh Parametrization using Convex Combination Maps, Discreet Maths Encounters III - Sep 2003.
- Mathematics for Computer Graphics, Imaginática II - Apr 2003.
- Hands on: OpenGL, Imaginática II - Apr 2003.
Publications
- Mesh Parametrization using Convex Combination Maps (spanish paper), Discreet Maths Encounters III - Sep 2003.
- Automatic Parameterizations In The Cube. Graphics Programming Methods, Charles River Media - 2003.
- Filling Holes Using The Euclidean Distance Map. Graphics Programming Methods, Charles River Media - 2003.
Languages
- Spanish, English, German and some notions of Portuguese.
- I have got the second language diploma of the German 'Kultus-Minister-Konferenz' (KMK).
Visa Status
- I currently have a H-1 visa that will be valid until March 2008.
I can provide references upon request.