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Thorsten Scheuermann

I'm a software engineer specializing in real-time computer graphics. A list of my publications. This is a Flickr badge showing photos in a set called Badge. Make your own badge here. Lately I've taken up photography, which meshes nicely with my interest in computer graphics. I bought my first DSLR (a Pentax K10D) in January 2007. You can see some of my better photographs on my flickr page. Some old personal projects I've worked on over the years:.

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Thorsten Scheuermann | shaderwrangler.com Reviews
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I'm a software engineer specializing in real-time computer graphics. A list of my publications. This is a Flickr badge showing photos in a set called Badge. Make your own badge here. Lately I've taken up photography, which meshes nicely with my interest in computer graphics. I bought my first DSLR (a Pentax K10D) in January 2007. You can see some of my better photographs on my flickr page. Some old personal projects I've worked on over the years:.
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2 professional
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8 virtual cow defender
9 froot
10 mooview
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Thorsten Scheuermann | shaderwrangler.com Reviews

https://shaderwrangler.com

I'm a software engineer specializing in real-time computer graphics. A list of my publications. This is a Flickr badge showing photos in a set called Badge. Make your own badge here. Lately I've taken up photography, which meshes nicely with my interest in computer graphics. I bought my first DSLR (a Pentax K10D) in January 2007. You can see some of my better photographs on my flickr page. Some old personal projects I've worked on over the years:.

INTERNAL PAGES

shaderwrangler.com shaderwrangler.com
1

Froot Homepage

http://www.shaderwrangler.com/froot

Froot is a simple game for the Sharp Zaurus SL-5000D and SL-5500 PDAs. The current version is 0.7.1. The application is free software and is licensed under the GNU GPL. I am proud to say that Froot won a runner-up prize in the Qtopia Worldwide Developer Contest. And was voted best in the Games category. I always appreciate feedback and bug reports (well, not really, but send them anyway :-) ). My email address is tscheuermann at gmx.net. Since my girlfriend wants to play everytime! Add sound support....

2

XGlobe Homepage

http://www.shaderwrangler.com/xglobe

Displays the earth as seen from space on your X desktop, similar to xearth. By Kirk Lauritz Johnson. The code to calculate the sun's position was taken from this program. The image of the globe is updated at regular intervals. XGlobe. Uses a world map image which is mapped to the globe. With a good map this can look very nice (see Screenshots. It is possible to mark locations on the globe. Unlike xearth, XGlobe. Works fine when using the KDE Desktop Environment. What Does It Look Like? With the MGGD map.

3

CS 290 Final Project

http://www.shaderwrangler.com/cowdefender

Paul Zimmons, Thorsten Scheuermann. Note: The parts that Thorsten wrote are colored blue. There are two components to the COMP 290 Game Programming Course that I took part in. The first was the development of more advanced rendering techniques and model loading capabilities into the Wild Magic software system. The second was helping Thorsten Scheuemann in developing his game. I will describe the major components of each in this overview. Image support for RGB, TGA, and TIFF images. A fireball to shoot fr...

4

MooView Homepage

http://www.shaderwrangler.com/mooview

MooView is an image viewer for the Sharp Zaurus SL-5000D and SL-5500 PDAs. I created it out of dissatisfaction with the builtin viewer that comes with the device. MooView is currently limited to viewing only JPEG images but other than the Zaurus image viewer it can display even large images (only tested up to 1600x1200, but theoretically even larger images won't be a problem). MooView tries to be memory-efficient and fast. The main screen with the bookmark menu open.

5

Thorsten Scheuermann's Publications

http://www.shaderwrangler.com/publications

Computing Per-Pixel Object Thickness in a Single Render Pass. Chris Oat, Thorsten Scheuermann. ShaderX 6, Charles River Media (to appear). Efficient Histogram Generation Using Scattering on GPUs. Thorsten Scheuermann, Justin Hensley. Symposium on Interactive 3D Graphics and Games (I3D) 2007. Fast HDR Image-Based Lighting Using Summed-Area Tables. Justin Hensley, Thorsten Scheuermann. Symposium on Interactive 3D Graphics and Games (I3D) 2007. Joshua Steinhurst, Thorsten Scheuermann.

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Christopher Oat: Publications

http://www.chrisoat.com/publications.html

Article: Practical and Realistic Facial Wrinkles Animation. Jose I. Echevarria. GPU Pro II, Wolfgang Engel, Ed., A. K. Peters, 2011. Article: Spatial Binning on the GPU. GPU Pro, Wolfgang Engel, Ed., A. K. Peters, 2010. Article: Deferred Occlusion from Analytic Surfaces. ShaderX 7: Advanced Rendering Techniques, Wolfgang Engel, Ed., Charles River Media, 2009. Paper: Efficient Spatial Binning. AMD Technical Report, 2009. Sketch: GPU Crowd Simulation. ACM SIGGRAPH Asia, Sketches and Posters Program, 2008.

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I'm a software engineer specializing in real-time computer graphics. A list of my publications. This is a Flickr badge showing photos in a set called Badge. Make your own badge here. Lately I've taken up photography, which meshes nicely with my interest in computer graphics. I bought my first DSLR (a Pentax K10D) in January 2007. You can see some of my better photographs on my flickr page. Some old personal projects I've worked on over the years:.

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