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John B Sheblak

from Austin, TX
Age ~39

John Sheblak Phones & Addresses

  • 12424 Copperfield Dr, Austin, TX 78753
  • 704 Monterrey Dr, Victoria, TX 77904 (361) 578-8409

Work

Company: Retro studios Feb 2008 Position: Software engineer

Education

Degree: Bachelors, Bachelor of Science School / High School: The University of Texas at Austin 2003 to 2007 Specialities: Mathematics, Computer Science

Skills

Wii • Perforce • C++ • Opengl • Directx • C • C# • Python • Computer Science • Rendering • Hlsl • Glsl • Mathematics

Industries

Computer Software

Resumes

Resumes

John Sheblak Photo 1

Software Engineer

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Location:
Austin, TX
Industry:
Computer Software
Work:
Retro Studios
Software Engineer

The University of Texas at Austin Aug 2006 - Dec 2007
Teaching Assistant and Lecturer

Electronics Arts May 2006 - Aug 2006
Engineering Intern

Digital Media Collaboratory Jan 2005 - May 2006
Lead Engineer
Education:
The University of Texas at Austin 2003 - 2007
Bachelors, Bachelor of Science, Mathematics, Computer Science
Skills:
Wii
Perforce
C++
Opengl
Directx
C
C#
Python
Computer Science
Rendering
Hlsl
Glsl
Mathematics

Publications

Us Patents

2D Imposters For Simplifying Processing Of Plural Animation Objects In Computer Graphics Generation

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US Patent:
20110306417, Dec 15, 2011
Filed:
Jun 14, 2010
Appl. No.:
12/814949
Inventors:
John Sheblak - Austin TX, US
Tim Little - Georgetown TX, US
Assignee:
Nintendo Co., Ltd. - Kyoto
International Classification:
A63F 13/00
G06T 17/00
US Classification:
463 32, 345421
Abstract:
The technology herein involves use of 2D imposters to achieve seemingly 3D effects with high efficiency where plural objects such as animated characters move together such as when one character follows or carries another character. A common 2D imposter or animated sprite is used to image and animate the plural objects in 2D. When the plural objects are separated in space, each object can be represented using its respective 3D model. However, when the plural objects contact one another, occupy at least part of the same space, or are very close to one other (e.g., as would arise in a situation when the plural objects are moving together in tandem), the animation system switches from using plural respective 3D models to using a common 2D model to represent the plural objects. Such use of a common 2D model can be restricted in some implementations to situations where the user's viewpoint can be restricted to be at least approximately perpendicular to the plane of 2D model, or the 2D surface on which the combined image is texture mapped can be oriented in response to the current virtual camera position.
John B Sheblak from Austin, TX, age ~39 Get Report