Changes between Version 4 and Version 5 of Community/People/JavierTaibo

Show
Ignore:
Timestamp:
07/05/12 13:56:26 (22 months ago)
Author:
jtaibo (IP: 193.147.35.119)
Comment:

--

Legend:

Unmodified
Added
Removed
Modified
  • Community/People/JavierTaibo

    v4 v5  
    55Computer Science degree (1998) 
    66 
    7 I am an assistant professor in the [http://www.cienciasdacomunicacion.es/ Communication Sciences Faculty] of [http://www.udc.es University of A Coruña], teaching subjects about CGI, animation and interaction. 
     7I am an associate professor in the [http://www.cienciasdacomunicacion.es/ Communication Sciences Faculty] of [http://www.udc.es University of A Coruña], teaching subjects about CGI, animation and 3D interaction. 
    88 
    99As a researcher, I began collaborating with [http://rnasa.tic.udc.es/ RNASA Lab] between 1995 and 1998, working in image analysis for biomedical applications.  
    10 From 1998 I work in [http://videalab.udc.es/en/home VideaLAB], participating in R&D projects relative to some areas of Computer Graphics, mainly terrain visualization, 3D GIS, virtual reality, immersive video and natural interfaces. 
     10From 1998 to 2010 I worked in [http://videalab.udc.es/en/home VideaLAB], participating in R&D projects relative to some areas of Computer Graphics, mainly terrain visualization, 3D GIS, virtual reality, immersive video and natural interfaces. 
    1111 
    12 I began with scene graph technologies in 1998 with IRIS Performer (now OpenGL Performer) from SGI running on InfiniteReality hardware and IRIX (good old times). Some years later we changed to PC architecture (Linux and Windows) and ported all our code to OpenSceneGraph, and since then it has been used for almost every projects in the laboratory. 
     12Among the most significant projects I worked on in VideaLAB, participating in its conception, design and implementation since 1998 are [http://videalab.udc.es/santi SANTI] and the Empty Museum [http://videalab.udc.es/en/virtual_reality]. 
    1313 
    14 The most significant project I worked on, participating in its conception, design and implementation since 1998 is [http://videalab.udc.es/santi SANTI]. 
     14Since january 2011 I am a member of [http://www.madsgroup.org/ MADS Group], working on 3D interactive contents for TV and real-time synthetic video encoding. 
     15As a result of this research, we founded a startup company called [http://www.syntheractive.com syntheractive], that develop a platform (called [http://www.syntheractive.com/technology synthetrick]) for the massive generation of interactive TV channels based on 3D contents. The rendering engine of synthetrick platform is based on OSG. 
     16 
     17I began with scene graph technologies in 1998 with IRIS Performer (now OpenGL Performer) from SGI running on !InfiniteReality hardware and IRIX (good old times). Some years later we changed to PC architecture (Linux and Windows) and ported all our code to OpenSceneGraph, and since then it has been used for almost every projects in the laboratory. 
    1518 
    1619Regarding my contribution to the community, I have released the [http://maya2osg.sourceforge.net/ Maya2OSG] plug-in to import and export Maya scenes and models to (or from) any OpenSceneGraph supported format.  
    17 It is a piece of code I developed some years ago in my spare time to learn about the Maya C++ API and to ease the use of high quality models in my OSG applications. It was later used in the pipeline of the [http://videalab.udc.es/theemptymuseum Empty Museum] to export 3D models to the more recent virtual worlds developed in this system. 
     20It is a piece of code I developed some years ago in my spare time to learn about the Maya C++ API and to ease the use of high quality models in my OSG applications. It was later used in the pipeline of the [http://videalab.udc.es/theemptymuseum Empty Museum] to export 3D models to the more recent virtual worlds developed in this system. It is also being used to export 3D contents to [http://www.syntheractive.com/technology synthetrick engine].