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Software Engineer Design

Location:
SF, CA
Posted:
January 01, 2013

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Resume:

Curriculum Vitae

Personalia

Name: Gino J.A. van den Bergen

Address: Rutkenshoeve 2

**** ** *******

Netherlands

Home Phone: +31-492-******

Cellular: +31 6 38305878

E-mail: ****@******.***

URL: http://www.dtecta.com

Date of Birth: June 21, 1969

Education

1994 1999 PhD in Computer Graphics at the department of Mathematics

and Computing Science of Eindhoven University of Technology.

Research: methods for collision detection in interactive 3D computer

animation; design and implementation of SOLID, a software library

for collision detection. Source code and documentation available at

http://www.win.tue.nl/ gino/solid.

Courses: didactics, technical writing, theoretical mechanics, numeri-

cal analysis.

Teaching: Modula-2, object-oriented programming.

1987 1992 MSc in Computing Science met lof ( summa cum laude ) at

Eindhoven University of Technology.

Master s assignment: online algorithms for computing the contour

of the union of a collection of iso-oriented rectangles (computational

geometry).

Employment Record

Apr 2008 present Self-employed as DTECTA, Helmond. Consultancy and

contract development in interactive 3D graphics and physics.

Sep 2007 Mar 2008 CTO of Virtual Proteins B.V., Eindhoven. Design of

augmented-reality software for scienti c visualization. Product in-

formation available at http://www.virtualproteins.com.

Feb 2003 Aug 2007 Programmer at Playlogic Game Factory, Breda. Last

year and a half as Lead Programmer on projects for SCE Studios Lon-

don. Technical lead on a project developing a procedural landscape

engine for PS3. Key features: in nitely large landscapes, smooth

LOD, foliage fur, billboard trees, seamless transition of different ter-

rain types, detail color and normal mapping, animated water surface

and shoreline waves. Video available at

http://www.youtube.com/watch?v=_WeeOv0CtoM.

Previous experience with this company: physics programmer for the

PS2 title Cyclone Circus. Key features: vehicle simulation, ight sim-

ulation, continuous collision detection. Title and company informa-

tion available at http://www.playlogicinternational.com.

Oct 2001 Dec 2002 Lead Programmer at Cebra B.V., Eindhoven. Design

and implementation of VirtuoCity, a platform for interactive 3D over

broadband internet. Key features: real-time networking, user inter-

action using physics-based simulation, arbitrary large worlds due to

distributed simulation. Project and company information available

at http://www.cebra.eu.

May 2001 Sep 2001 Self-employed as DTECTA, Eindhoven. Develop and

license the SOLID collision detection library. Worked as freelance

developer and consultant in the eld of 3D game technology.

Mar 2000 Apr 2001 Physics Programmer at Not a Number B.V., Eindhoven.

Design and implementation of a game physics engine for Blender,

a 3D-content creation suite. Key features: exact collision detection,

impulse-based rigid body dynamics. Product information available

at http://www.blender.org.

Jan 1999 Feb 2000 Software Engineer at VDO Car Communication, Eind-

hoven. Development of embedded route-planning software for car

navigation systems. Study of AI methods for nding optimal paths

on dynamic networks.

Courses: Design and Technical Design of Real-Time Systems.

Publications

G. van den Bergen. Smooth Mesh Contacts with GJK. In Gino van

den Bergen and Dirk Gregorius (editors), Game Physics Pearls, pages

99 123. A K Peters, July 2010.

K. van Kooten, G. van den Bergen, A. Telea. Point-Based Visualiza-

tion of Metaballs on a GPU. In Hubert Nguyen (editor), GPU Gems 3,

pages 123 148. Addison Wesley, August 2007.

G. van den Bergen. Ef cient Collision Detection of Complex De-

formable Models using AABB Trees. In Ronen Barzel (editor), Graph-

ics Tools: The JGT Editor s Choice, pages 131 144. AK Peters, Ltd., Au-

gust 2005.

G. van den Bergen. Continuous Collision Detection of General Con-

vex Objects under Translation. In Proc. Game Developers Conference

2005, http://www.gdconf.com, 2005.

G. van den Bergen. Collision Detection in Interactive 3D Environments.

Elsevier Morgan Kaufmann Publishers, November 2003.

G. van den Bergen. Proximity Queries and Penetration Depth Com-

putation on 3D Game Objects. In Proc. Game Developers Conference

2001, pages 821 837, 2001.

G. van den Bergen. A Fast and Robust GJK Implementation for Colli-

sion Detection of Convex Objects. Journal of Graphics Tools, 4(2):7 25,

1999.

G. van den Bergen. Ef cient Collision Detection of Complex De-

formable Models using AABB Trees. Journal of Graphics Tools, 2(4):1

13, 1997.

Presentations

Lecturer at the 2009 Game Developers Conference Europe, held Au-

gust 17 19, 2009 at the Cologne Congress Center, Cologne, Germany.

Faculty member for the Game Physics Tutorial at the Game Devel-

opers Conference 2006 2009.

Lecturer at the 2005 Game Developers Conference, held March 7 11,

2005 at the Moscone Center, San Francisco, CA.

Speaker at the 2005 International Workshop on Motion Planning in

Virtual Environments, held January 7 8, 2005 at the LAAS-CNRS,

Toulouse, France.

Lecturer at the 2001 Game Developers Conference, held March 20

24, 2001 at the San Jose Convention Center, San Jose, CA.

Invited speaker at the Game Developers Conference 1999 Hardcore

Seminar, held December 6 9, 1999 at The Hyatt Regency, San Fran-

cisco Airport.

Expertise

3D Graphics: GPU programming, 3D geometry, computational geo-

metry, geometric data structures, geometric-data compression.

Physics: collision detection, contact and constraint resolution, ight

dynamics, articulated-body mechanics (Featherstone), uid dyna-

mics (SPH), numerical analysis.

AI: Path nding (Dijkstra, A*), alternative-path planning, dynamic

path planning.

Real-time Networking: Low-latency client-server communication

over internet (TCP/IP, UDP) for interactive applications.

Software Development: Cross-platform software development in C

and C++. Generic programming. Template meta-programming in

C++. Design Patterns. Design by Contract.

Programming

Languages: C++, (pre-)ANSI C, Cg.

Platforms: Windows (32- and 64-bit), Linux (32- and 64-bit), Solaris,

Irix, AmigaOS, OS-9.

APIs: STL (Standard Template Library), OpenGL, GLUT, SDL (Sim-

ple DirectMedia Layer), RenderWare, 3ds Max SDK, COLLADA DOM,

OpenSceneGraph, wxWidgets, VTK, ARToolKit, OpenHaptics, TBB

(Threading Building Blocks).

Tools: Microsoft Visual Studio 6.0 to 9.0, CVS, Subversion, GNU

Development Tools (emacs, gcc, gdb, gprof, automake, autoconf,

libtool), Rational Purify and Quantify, Metrowerks CodeWarrior and

CATS, NVIDIA FX Composer. Intel Parallel Studio.

Assembler: Intel SSE, Motorola 680x0, MIPS (PS2).

Miscellaneous

Reviewing: Reviewer for Graphical Models and Image Processing, SIG-

GRAPH 2002, IEEE Computer Graphics and Applications, IEEE Trans-

actions on Visualization and Computer Graphics, IEEE Transactions on

Robotics, and Morgan Kaufmann Publishers, Eurographics 2008, SIG-

GRAPH Asia 2010, ACM Transactions on Graphics.

ume.dvi



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