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Andrew Lauritzen Portfolio

I am currently a rendering engineer in the Frostbite Labs group at Electronic Arts, where I work on rendering technology for future games and game engines. Before that I worked as a graphics software engineer in the Advanced Technology Group at Intel, where I work with game developers and researchers to improve the algorithms, APIs and hardware used for real-time rendering. Adaptive Volumetric Shadow Maps. Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron Lefohn, Matt Pharr. Layered Variance Shadow Maps.

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Andrew Lauritzen Portfolio | portfolio.punkuser.net Reviews
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I am currently a rendering engineer in the Frostbite Labs group at Electronic Arts, where I work on rendering technology for future games and game engines. Before that I worked as a graphics software engineer in the Advanced Technology Group at Intel, where I work with game developers and researchers to improve the algorithms, APIs and hardware used for real-time rendering. Adaptive Volumetric Shadow Maps. Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron Lefohn, Matt Pharr. Layered Variance Shadow Maps.
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Andrew Lauritzen Portfolio | portfolio.punkuser.net Reviews

https://portfolio.punkuser.net

I am currently a rendering engineer in the Frostbite Labs group at Electronic Arts, where I work on rendering technology for future games and game engines. Before that I worked as a graphics software engineer in the Advanced Technology Group at Intel, where I work with game developers and researchers to improve the algorithms, APIs and hardware used for real-time rendering. Adaptive Volumetric Shadow Maps. Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron Lefohn, Matt Pharr. Layered Variance Shadow Maps.

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Aaron Lefohn's Publications

http://graphics.cs.ucdavis.edu/~lefohn

I am currently a Director of Research at NVIDIA. Before joining NVIDIA, I was the research lead for the Advanced Rendering Technology team. A real-time rendering and graphics programming systems research group. I joined Intel in 2007 when Intel acquired Neoptica, a computer graphics startup focused on creating heterogeneous rendering software for Sony PlayStation 3. Before joining Neoptica, I was a researcher. And graphics software engineer at Pixar Animation Studios. In the graphics group. Advances in R...

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I am currently a rendering engineer in the Frostbite Labs group at Electronic Arts, where I work on rendering technology for future games and game engines. Before that I worked as a graphics software engineer in the Advanced Technology Group at Intel, where I work with game developers and researchers to improve the algorithms, APIs and hardware used for real-time rendering. Adaptive Volumetric Shadow Maps. Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron Lefohn, Matt Pharr. Layered Variance Shadow Maps.

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