Personal information Experience Education
Transcription
Personal information Experience Education
D a n i e l Personal information Name Daniel Pohl Address Saarbrücken, Germany E-Mail: daniel.pohl@qwrt.de Experience Since 03/2007 Research Scientist Intel Deutschland GmbH / Intel Corporation Innovating in computer graphics, especially virtual reality real-time ray tracing for games in-home streaming cloud gaming Since 05/2011: Saarbrücken 01/2008 – 04/2011: Santa Clara, California Intel Headquarter “Silicon Valley” 03/2007 – 12/2007: Erlangen (home office) Since 03/2005 Freelancing journalist Gamestar (IDG Verlag), Munich Writing articles about games and technology Education 10/2000 – 09/2006 Master’s degree Computer Science University Erlangen-Nürnberg Main topics Computer graphics Network technologies Software engineering Master Thesis Interactive ray tracing for large, dynamic game scenarios Degree Master's degree (“Diplom-Informatiker“) Grade (German system): 1.5 (very good) E-Mail: daniel.pohl@qwrt.de 1 P o h l D a n i e l Skills Virtual reality, Ray tracing, OpenGL, distributed rendering Graphics C, C++, HTML and others as required Programming languages OS-independent programming with libSDL, network programming, multi-threading Other tech Creating and presenting impressive demos. Speaker or exhibitor at various venues (e.g. Intel Developer Forum keynote, GDC, Siggraph) Tech evangelism Patents US Patent Distortion Meshes Against Chromatic Aberrations Patent pending - (filing number 14/316,322) Others Several patent ideas at Intel-internal committee Peer-reviewed publications IEEE VR 2016 (accepted) See what I see: concepts to improve the social acceptance of HMDs Daniel Pohl and Carlos Fernandez de Tejada IEEE VR 2016 (accepted) Combining Eye Tracking with Optimizations for Lens Astigmatism in modern wide-angle HMDs Daniel Pohl, Xucong Zhang and Andreas Bulling IEEE VR 2015 Using Astigmatism in Wide Angle HMDs to Improve Rendering Daniel Pohl, Timo Bolkart, Stefan Nickels and Oliver Grau International Journal of Computer Science and Applications (IJCSA) 2015 Advanced in-home streaming to mobile devices and wearables Daniel Pohl, Bartosz Taudul, Richard Membarth, Stefan Nickels and Oliver Grau E-Mail: daniel.pohl@qwrt.de 2 P o h l D a n i e l Federated Conference on Computer Science and Information Systems (FedCSIS) 2014 High quality, low latency in-home streaming of multimedia applications for mobile devices Daniel Pohl, Stefan Nickels and Oliver Grau Best Paper Award ACM Virtual Reality Software and Technology (VRST) 2013 Improved Pre-Warping for Wide Angle, Head Mounted Displays Daniel Pohl, Gregory S. Johnson and Timo Bolkart 34. Jahrestagung der Gesellschaft für Informatik 2004 Ray Tracing For Current And Future Games Jörg Schmittler, Daniel Pohl, Tim Dahmen, Christian Vogelgesang and Philipp Slusallek Technical articles Intel Developer Zone 2012 Tracing Rays Through the Cloud Intel Developer Zone 2011 Experimental Cloud-based Ray Tracing Using Intel® MIC Architecture for Highly Parallel Visual Processing Intel Developer Zone 2009 Quake Wars Gets Ray Traced PC Perspective 2008 Ray Tracing and Gaming - One Year Later PC Perspective 2006 Ray Tracing and Gaming Saarbrücken, April 2016 Daniel Pohl E-Mail: daniel.pohl@qwrt.de 3 P o h l D a n i e l Appendix: Virtual Reality (2013-2016) Projects Researched rendering improvements for image quality and performance regarding lens distortions in head-mounted displays like the Oculus Rift. • • Implemented renderer with eye tracking calibration procedure and foveated rendering to save performance in the Oculus Rift DK2. Advanced in-home streaming (2012-2014) • Innovating in the area of in-home streaming to reduce latency by a factor of 2 plus increased image quality. • • • Streamed app feels like running locally. Open-sourced the frame work. Android NDK app. Server: Windows, Linux, Mac. (Left: Streamed ray tracing on a smartwatch. Right: Driving an HMD wireless from a PC.) E-Mail: daniel.pohl@qwrt.de 4 P o h l D a n i e l Wolfenstein: Ray Traced (2010 – 2011) Enhancing the new Wolfenstein game with ray tracing • Created vision and founded the project to demonstrate benefits of Intel’s Xeon Phi hardware. • Developed cloud-based rendering setup for realtime performance from servers towards thin clients. • Programmed the cloud setup with server and client code in C++ to run under Windows and Linux, added basic game code, support for new model formats, animations etc. in C++; implemented all shaders in self-created shading language, orientated at HLSL • Enhanced original content with high detail chandelier model, car with reflections, a multiscreen surveillance station etc. • Modified the game content to deliver best performance using ray tracing (e.g. modifications to handle 250 light sources, removing two-sided geometry etc.) • Implemented particle system with scripting language • Achieved close to linear performance scaling in the cloud • Support for notebooks and netbooks as thin clients to run (streamed) fully ray traced games • Support for up to eight Xeon Phi cards in a single machine to combine their calculation power (comparable to SLI/CrossFireX, but better scaling) • Showing demos at various venues like Intel Developer Forum • Huge press feedback on almost all major tech sites • Received various Intel-internal awards Webpage with screenshots and video: www.wolfrt.de E-Mail: daniel.pohl@qwrt.de 5 P o h l D a n i e l Quake Wars: Ray Traced (2008 – 2009) Enhancing “Enemy Territory: Quake Wars” with ray tracing. • Created vision and founded the project to demonstrate benefits of modern multi-core architectures, to highlight technology leadership and find research topics for ray tracing in games • Support for new model formats, animations, multithreaded skinning etc. in C++; implemented all shaders in HLSL-like language • Worked with ray tracing library team on requirements, APIs, bug fixes, tutorials, performance optimizations etc. • Enhanced and modified original game content to deliver the best experience in a ray tracer. Examples are adding a reflecting scope to a sniper rifle, a physically correct simulated dome made of glass, various implementations for water with reflections and refractions. • Runs on Windows (32 and 64 bit) and Linux • Worked with the team on porting the demo to Larrabee • Showing the work around the world (CeBIT, SIGGRAPH, Games Convention, Research@Intel Day) and in an Intel Developer Forum keynote as the only Intel Larrabee graphics demo ever • Huge press feedback on almost all major tech sites. “The game itself was vastly expanded when compared to original title” - TGDaily • Received various Intel-internal awards Web page with screenshots and video: www.qwrt.de E-Mail: daniel.pohl@qwrt.de 6 P o h l D a n i e l Quake 4: Ray Traced (2007) Continuation of the Quake 4: Ray Traced university project at Intel. • Porting to the Intel-internal ray tracer • Performance optimizations • Working on a new ray tracing API • Showing the work around the world, including a keynote at the Intel Developer Forum (IDF) with Intel CTO Justin Rattner Quake 4: Ray Traced (2006) Master thesis. New effects include... ... optical special effects • Support for Quake 4 shader scripting language • Bumpmapping, specular mapping • Texture filtering techniques ... for gaming • New algorithms for collision detection through rays • Loading Quake 4 maps • Support for md5 model format • Support for lwo model format Web page with screenshots and video: www.q4rt.de Pocket-Schafkopf (2004) Card game for Pocket PC (Windows CE). E-Mail: daniel.pohl@qwrt.de 7 P o h l D a n i e l Quake 3: Ray Traced (2004) Student research implemented… project. Several features were … visually: • • • • • • • • • • Real-time ray tracing engine (through OpenRT) Per-pixel shadows, optionally colored Soft shadows Realistic glass with reflection and refraction Mirror in mirror effects Ground fog Water shader with reflections and refractions Camera portals Shading support including texture animation, blending, scaling Bezier patches with high tessellation ... game-wise: • • • • • • • • • • • Loading Quake 3 maps Support for md3 model format Quake 3 like console Integrated benchmark system Offline rendering for saved demos Realistic physics for weapons (e.g. grenades) Collision detection for players and weapons Player animations Basic AI HUD Sounds Web page with screenshots and video: www.q3rt.de E-Mail: daniel.pohl@qwrt.de 8 P o h l D a n i e l Appendix: Excerpt of press articles http://www.theinquirer.net/inquirer/news/1042436/intel-hires-quake-4-ray-trace-guy http://www.theinquirer.net/inquirer/news/1001006/intel-raytraced-quake http://www.theinquirer.net/inquirer/news/1036466/quake-ray-traced http://www.theinquirer.net/inquirer/news/1006336/intel-pushes-raytracing-again E-Mail: daniel.pohl@qwrt.de 9 P o h l D a n i e l http://www.theinquirer.net/inquirer/news/1018306/yorkfield-is-a-ray-trace-monster http://www.tgdaily.com/business/36606-inside-intels-ray-tracing-research http://www.pcper.com/reviews/Graphics-Cards/Rendering-Games-Raytracing-Will-Revolutionize-Graphics/Otherray-tracing-bene E-Mail: daniel.pohl@qwrt.de 10 P o h l D a n i e l http://www.pcper.com/news/General-Tech/His-futures-so-bright-hes-gotta-ray-trace-shade http://www.roadtovr.com/intel-claims-can-improve-image-quality-hmds-daniel-pohl-tells-us/ http://www.pcmag.com/slideshow_viewer/0,3253,l=254483&a=254472&po=1,00.asp http://www.fudzilla.com/news/graphics/11602-intel-pushes-on-raytracing E-Mail: daniel.pohl@qwrt.de 11 P o h l D a n i e l http://tech.slashdot.org/story/08/01/18/0927230/ray-tracing-for-gaming-explored http://www.heise.de/newsticker/meldung/Intel-forscht-Schoene-Theorien-zum-Cloud-Streaming-undernuechternde-Zahlen-1708722.html http://www.heise.de/newsticker/meldung/Intel-entwickelt-Raytracing-Engine-fuer-Computerspiele-165122.html http://www.golem.de/1102/81663.html E-Mail: daniel.pohl@qwrt.de 12 P o h l D a n i e l http://www.golem.de/0808/61949.html http://www.golem.de/0611/48766.html http://www.golem.de/1109/86606.html E-Mail: daniel.pohl@qwrt.de 13 P o h l D a n i e l http://www.golem.de/1107/84818.html http://www.golem.de/1009/77900.html http://www.golem.de/1103/81879.html http://www.golem.de/0905/67053.html E-Mail: daniel.pohl@qwrt.de 14 P o h l D a n i e l http://www.computerbase.de/2011-06/cloud-raytracing-wolfenstein-auf-dem-tablet http://www.heise.de/newsticker/meldung/Intel-entwickelt-Raytracing-Engine-fuer-Computerspiele-165122.html […] E-Mail: daniel.pohl@qwrt.de 15 P o h l