QUICK LINKS
| Work Experience | Publications | Education | |
| Presentations | Other Projects | Philanthropy | |
| Special Skills | Awards |
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June 2010 - Present Executive Director, Operations Mindful Schools (Oakland, CA)
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July 2009 - June 2010 Director of Operations Mindful Schools (Oakland, CA)
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September 2005 - July 2009 Developer Tools Product Manager NVIDIA Corporation (Santa Clara, CA)
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March 2002 - September 2005 Manager of Developer Education NVIDIA Corporation (Santa Clara, CA)
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Spring 2001 Head Teaching Assistant CS 417 & CS 418: Introduction to Computer Graphics Cornell University (Ithaca, NY)
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Spring 2000 Teaching Assistant CS 417 & CS 418: Introduction to Computer Graphics Cornell University (Ithaca, NY)
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Summer
1999 Intern in the Java Bean Group Extreme Blue Program IBM Corporation (Cambridge, MA)
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Spring 1999 Teaching Assistant CS 410: Data Structures Cornell University (Ithaca, NY)
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Summer 1998 Intern in the Advanced Graphics Division Silicon Graphics (Mountain View, CA)
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Summer 1997 Lecturer Asia-Pacific Computer College (Manila, Philippines)
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Summer 1997 Web Developer Siemens-Nixdorf Philippines and ShoeMart, Philippines
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GPU Gems 2:
Programming Techniques for High-Performance Graphics and General-Purpose
ComputationEdited by Matt Pharr Randima Fernando, Series Editor March 2005 GPU Gems 2 was the best-selling book at the Game Developers Conference 2005 as well as SIGGRAPH 2005. It covers advanced graphics programming techniques as well as how to use the massive computational power of GPUs for other applications such as scientific computing and finance. GPU Gems 2 has been very well received by developers and was a Game Developer Magazine Front Line Award finalist in 2005. The book has been translated into Japanese and Chinese. |
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GPU Gems: Programming Techniques, Tips, and Tricks for Programmable
GraphicsEdited by Randima Fernando March 2004 GPU Gems was the best-selling book at the Game Developers Conference 2004 as well as SIGGRAPH 2004. It covers advanced computer graphics for real-time applications using GPUs. GPU Gems has been very well received by the developers, winning a Game Developer Magazine Front Line Award in 2004. The book has been translated into Japanese and Chinese. |
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The Cg Tutorial: The Definitive Guide to Programmable Real-Time
Graphics Randima Fernando and Mark J. Kilgard March 2003 The Cg Tutorial was the best-selling book at the Game Developer Conference in 2003 as well as SIGGRAPH 2003. It held the top spot in Barnes & Noble’s "Computer Graphics" rankings for most of 2003. It has been used by many universities around the world and has been translated into Japanese, Korean, Chinese, and Polish. At the Game Developers Conference 2005, Sony Computer Entertainment announced that Cg will be used as the shading language for the Sony PLAYSTATION 3. |
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Integrating Realistic Soft Shadows into Your Game Engine Kevin Myers, Randima Fernando, and Louis Bavoil NVIDIA Whitepaper - December 2007 This whitepaper explains how to easily integrate an efficient method for creating realistic soft shadows (Percentage-Closer Soft Shadows) on DirectX 10 and high-end DirectX 9 GPUs. The technique is used in many shipping games, as illustrated by the image at left showing it in the game Hellgate: London, developed by Flagship Studios. Each character's shadow varies in softness depending on the character's relationship with the ground. |
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Percentage-Closer Soft Shadows Randima Fernando - August 2005 SIGGRAPH 2005 Sketch Realistic soft shadows provide valuable cues about relationships between objects, becoming sharper at contact and more blurry (softer) the further they are apart. This sketch presents Percentage-Closer Soft Shadows (PCSS), a new method for generating perceptually accurate soft shadows. It requires no pre- or post-processing, nor additional geometry. PCSS seamlessly replaces a traditional shadow map query (embodying the same advantages: independent of scene complexity, works with alpha testing, displacement mapping, and so on). It runs fast on recent GPUs, and is used by many shipping games. |
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The GeForce 6 Series
Architecture Emmett Kilgariff and Randima Fernando GPU Gems 2, Chapter 30 This chapter describes the architecture of the GeForce 6 Series GPUs from NVIDIA. We start with a general overview of where the GPU fits into the overall computer system, and then we describe the architecture along with details of specific features and performance characteristics. |
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Adaptive Shadow Maps Randima Fernando et al. SIGGRAPH 2001 Paper This paper introduces the Adaptive Shadow Map (ASM) as a solution to shadow map aliasing. An ASM resolves pixel size mismatches between the eye view and the light source view by creating higher-resolution pieces of the shadow map as needed. ASMs enable dramatic improvements in shadow quality while maintaining interactive frame rates. |
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Masters Thesis Randima Fernando This thesis presents two adaptive, GPU-accelerated algorithms for shadow generation. The first algorithm, called Adaptive Shadow Maps, removes aliasing artifacts that typically result when using shadow maps. The second algorithm, called Adaptive Soft Shadows, attempts to generate soft shadows efficiently by varying the number of light samples used for different regions of the scene. |
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NVIDIA
Developer Tools Overview NVIDIA U 2007 - Los Angeles, CA
NVIDIA
Developer Tools Overview
Mike & Luna: Even More Secrets from the NVIDIA Demo Team
Mike & Luna: Even More Secrets from the NVIDIA Demo Team
Percentage-Closer Soft Shadows
Percentage-Closer Soft Shadows
NVIDIA Developer Tools Overview
Programming Graphics Hardware Course
Shader Model 3.0 Unleashed
Cg Training Sessions |
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Networking
(Fall 1998) Completed a voice-mail service for an Internet Telephony project which required coordination with 19 other people and allowed users to check their mail from the phone, have their mail read to them, have personalized greetings, etc.
Computer Graphics Practicum (Spring 1998)
Computer Design and Architecture (Fall 1997)
ACM Symposium on Parallel Programming
(Las Vegas, Nevada, 1997) |
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I think exposure to a wide variety of projects and activities helps build a balanced outlook on philanthropy and life. In addition, hands-on experience is critical to doing philanthropic work that is truly helpful. A subset of my recent activities is listed below.
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Outstanding Teaching Assistant CS 417 & CS 418 [Computer Graphics] Cornell University (Spring 2000)
Varsity Badminton Captain All-Star Selections International School Manila (Tennis - 1996, Academic Bowl - 1996, Badminton - 1995)
Mathematics Prize |