Parashar Krishnamachari
ADDRESS:
5801 Preston Oaks Rd. #508
Dallas, TX 75254
Cell : 832-876-5715
parashar_kchari[at]yahoo.com |
OBJECTIVE : To build cutting-edge software utilizing my research and
knowledge in graphics, data compression and image processing.
EDUCATION :
University of Illinois at Urbana-Champaign (UIUC), Urbana, IL
Major: Computer Science
GPA: 3.35/4.00 Graduated : 2002
SKILLS :
-
C/C++ (VC6-VS.NET)
-
Assembler (x86, MIPS)
-
Java
-
HTML/DHTML
-
OpenGL
-
DirectX 8.1, DirectX 9.0
-
MS HLSL
-
DX8 Shader Assembler
-
Lithtech Jupiter Game Engine
-
Torque Game Engine
-
Mathengine Karma Physics/Renderware Physics
WORK EXPERIENCE :
Terminal Reality, Inc Lewisville, TX
Programmer, Core Technology Group
2005 -
Accomplishments:
-
Created numerous tools and technologies for both current and next gen platforms
-
Worked to update shader library to programmatically generated HLSL scheme.
-
Quick preview tools and automated document generation.
-
Commandline normal mapper
-
Work on new lighting and material systems for next gen (SM 2.0/3.0) platforms
-
Non-point lightsources in lightmapper (current-gen) and dynamic lighting (next-gen).
-
HLSL and shader assembler implementations of new technologies.
-
Optimization across multiple platforms at all levels (algorithmic as well as low-level)
-
Vectorized matrix palette skinning.
-
Shader and texture optimizations on Xbox.
-
New camera spline tracking system.
-
Ported GEN2 Infernal Engine (Xbox/PS2-generation) technology to Playstation Portable platform
-
File I/O, rendering, user input, build process.
-
Additional editor support for exporting PSP-optimized assets.
-
Titles to credit
Cinematic Games, Inc. Houston, TX
Game/Graphics Programmer, Project Manager
2003 - 2004
Accomplishments:
-
Built major portions of a multiplayer first-person shooter game
-
Wrote majority of the special effects library.
-
Architected, implemented and owned weapons/player inventory system.
-
Implemented key subsystems: camera system, vehicle base classes.
-
Added Ogg Vorbis compressed audio support to sound engine.
-
Integrated two game engines with commercial middleware solutions
-
Integrated Mathengine Karma physics (AKA Renderware physics) on game code
side and into special effects library.
-
Integrated SpeedTreeRT library into Torque game engine network object systems.
-
Worked on translating existing Torque codebase over to Lithtech Jupiter game
engine.
-
Drove technology updates for game engines
-
Updating Torque Game engine from OpenGL/DirectX 7 to DirectX 9 rendering.
-
Added vertex and pixel shaders to both game engines written in MS HLSL and
DX Assembler.
-
Developed and added numerous graphical effects to engine and optimized existing
effects.
-
Updated game logic and framework of Lithtech Jupiter engine towards goal
of large-scale multiplayer gaming.
-
Coordinated delivery of product
-
Administration of source code control, issue tracking and developer logging.
-
Worked with team to ensure meeting of feature milestones.
-
Incorporated requests from artists & built engine extensions.
-
Ensured ongoing integrity of entire product, maintained client-server sync.
HONORS :
-
ASMiNC
Co-Founder, Senior Programmer, Artist, PR, Writer, and Musician.
Specialized in 2D/3D graphics as well as audio compression research and
development. Have devised own texture mapping, motion blur, radiosity, and
soft-shadow algorithms.
1995 2001
-
Anime-Keep
Translator, Timer, Editor, QA.
One of the original members (credited as CPIAsminc). Primary task is
Japanese->English translation of dialogue for subtitled video.
Occasionally involved in timing other scripts for subtitles, and editing
and repairing scripts for spoken English.
2002
-
Engineering Open House: Urbana, IL
-
Developer: aEmber: Real-time Painterly Rendering Engine.
(2000)
Contributions: Lighting system, animation/scripting extensions, core
optimizations.
Winner: 2nd place in the category of original undergraduate
research.
Abstract published at SIGGRAPH 2000 Conference
(http://www.acm.uiuc.edu/siggraph/)
Full paper available at (zipped PDF) :
https://chiranjivi.tripod.com/Docs2.html
-
Project Leader: Real-time Global Illumination Engine. (2001)
Contributions: Geometry queuing and memory management, Loading and preprocessing,
design, Quasi-Monte Carlo sampling kernel.
-
Developer: High Dynamic Range Image Editor (HeDRIE). (2002)
Contributions: Field conversions, selection system, filter kernels.
Winner: 3rd place in original undergraduate research
-
Sounds and Visions 2000 : Urbana, IL
Joint Project between SIGGRAPH and SIGMUSIC
Composer, Programmer
Contributions: Extensions to aEmber engine for one piece, composed music
for 3 pieces.
-
Sounds and Visions 2001 : Urbana, IL
Project Leader, Editing, Actor, Writer, Composer, Programmer.
Contributions: Personal realtime piece with music, music for 1 other piece,
character in parody film.
Winner: 1st place in entertainment category.
-
Sounds and Visions 2002 : Urbana, IL
Programmer, Composer, Management staff.
Contributions: Personal realtime piece with music, liaison between SIGGRAPH
and SIGMUSIC.
Information on Sounds and Visions can be found at :
http://www.acm.uiuc.edu/siggraph/s&v/
-
UIUC ACM SIGGraph, Urbana, IL Co-Chair & Treasurer, 2000
2001.
-
UIUC ACM SIGMusic, Urbana, IL Chair 2001-2002, Composer,
Programmer.
-
ACM SIGGRAPH Lecturer on Lighting/Shading algorithms, Software Visibility
algorithms, and Modelling/Animation in Blender3D
-
ACM SIGMUSIC Lecturer on MOD Tracker Composition.
PROJECTS :
Hybrid Neural Net and Wavelet Image compression algorithm.
Lossy audio compression algorithm based on a 1-d zerotree method.
Lossless online data compression theory based on live prediction by partial
matching and arithmetic coding.
Performance-oriented and image compression-oriented variations on edge-directed
interpolation theory. Enables low resolution images to be scaled to high
resolution w/o significant loss of quality.