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Yee, Hector
Petroglyph Games
Las Vegas, Nevada
 
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Hector Yee is a rendering specialist at PDI/Dreamworks, a leading producer of animated feature films. He worked on the renderer for Shrek 2, where he developed new lighting techniques and optimizations for large-scale rendering.

Prior to this, Hector was a graphics programmer at Westwood Studios. At Westwood, Hector developed the planet mode graphics system for the massively multiplayer game “Earth and Beyond.” This involved the rendering of many hundreds of trees over a large terrain model that worked well on old and new graphics hardware. It included a terrain lighting model that calculated one-bounce indirect illumination, co-developed with his colleagues at Westwood. Hector built an automated cinematic camera system for the space mode in the game. This system tracked the users ship from dramatic camera angles at appropriate times in the game. He also built an artist-tweakable lighting model for the avatars in the space station mode of the game.

He has a Bachelor's of Science (summa cum laude) from Cornell University and a Master's of Architectural Science (Computer Graphics) from the Program of Computer Graphics, also at Cornell University.

Hector has reviewed papers for ACM SIGGRAPH and IEEE Computer Graphics and Applications.

His papers have been published in ACM Transactions on Graphics and The Visual Computer, as well as other publications. In addition, Hector has given presentations on procedural shaders (2004 Game Developer Conference) and local adaptation via segmentation and assimilation (SIGGRAPH 2003).

 
 
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1
- 6 of 6 reviews

   
  Larrabee: a many-core x86 architecture for visual computing
Seiler L., Carmean D., Sprangle E., Forsyth T., Abrash M., Dubey P., Junkins S., Lake A., Sugerman J., Cavin R., Espasa R., Grochowski E., Juan T., Hanrahan P.  ACM Transactions on Graphics 27(3): 1-15, 2008. Type: Article

In the early years of computer graphics, software renderers were very popular on the personal computer. These renderers have been recently supplanted by graphics processing units (GPUs), which first took over fixed-function operations such as...

Dec 15 2008  
  Foundations of multidimensional and metric data structures (Morgan Kaufmann Series in Computer Graphics and Geometric Modeling)
Samet H.,  Morgan Kaufmann Publishers Inc., San Francisco, CA, 2005. 1024 pp. Type: Book, Reviews: (1 of 2)

Probably one of the most information-dense books I have ever read, this book provides an extremely detailed treatment of multidimensional data structures. The book goes way beyond your ordinary account of octrees and quadtrees. I have written...

Feb 22 2007  
   Color image segmentation by analysis of subset connectedness and color homogeneity properties
Macaire L., Vandenbroucke N., Postaire J.  Computer Vision and Image Understanding 102(1): 105-116, 2006. Type: Article

The authors present a new scheme for segmenting an image into a fixed number of user-specified classes by means of color clustering combined with spatial connectedness. The algorithm requires two parameters: the size of the initial color cluster...

Nov 7 2006  
  Real-time collision detection (Morgan Kaufmann Series in Interactive 3D Technology)
Ericson C.,  Morgan Kaufmann Publishers Inc., San Francisco, CA, 2004. 593 pp. Type: Book

Collision detection is an important part of many computer games. Many game logic systems depend on fast and accurate execution of the collision detection system in order to determine game state. This book is a valuable resource for any engineer...

Jun 12 2006  
   Game physics
Eberly D.,  Elsevier Science Inc., New York, NY, 2003. 816 pp. Type: Book, Reviews: (2 of 2)

The simulation of the motion and deformation of objects used in computer games is discussed in this book, and its accompanying CD-ROM. It reads like a college-level mathematics or physics textbook. It has exercises, problems, and solutions, much...

Jul 2 2004  
  Texturing and modeling: a procedural approach
Ebert D., Musgrave F., Peachey D., Perlin K., Worley S.,  Morgan Kaufmann Publishers Inc., San Francisco, CA, 2002. 600 pp. Type: Book

In this third edition of Texturing and modeling: a procedural approach, there are 12 new chapters that are not present in the first edition. The newer chapters include topics such as real-time programmable shading, cellular texturing,...

Sep 2 2003  
 
 
 
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