About me

I am a software engineer with a research background that is heavily interested in cutting-edge real-time computer graphics. This interest has spilled over into other areas such as visualization, surgical simulation and user interfaces, but my career interests are in entertainment applications such as games and demos. My work has be presented at SIGGRAPH, SIGGRAPH ASIA, and GDC and has additionally been published in the ShaderX and GPU Pro book series and various academic journals and proceedings.

Specialties: Extensive experience with graphics hardware, intimate Unreal Engine knowledge and optimization experience (UE3/UE4, including large-scale engine and renderer modification), graphics algorithms and related software architectures.

Publications

Chris Wyman, Greg Nichols, and Jeremy Shopf."Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination". 2009. GPU Pro.

Chris Oat, Joshua Barczak, and Jeremy Shopf. "Spatial Binning on the GPU". 2009. GPU Pro.

Shopf, J., Barczak, J., Oat, C., and Tatarchuk, N. 2008. "March of the Froblins: Simulation and Rendering Massive Crowds of Intelligent and Detailed Creatures on GPU". In ACM SIGGRAPH 2008 Course Notes.

Shopf, J., Barczak, J., Scheuermann, T., and Oat, C. 2008. "Deferred Occlusion From Analytic Surfaces". Shader X7.

Presentations

I3D 2014. Game Developer Roundtable : Scalability.

UMBC Digital Entertainment Conference 2013 - Graphics in Games

Game Developers Conference 2009. Mixed Resolution Rendering. Programming Track.

SIGGRAPH Asia 2008. GPU Crowd Simulation. Sketches and Posters Programme.

SIGGRAPH 2007. Real-Time Medical Visualization with FireGL. Sponsored Session.

Game Developers Conference 2007. Procedural Tools for Next Generation Game Platforms. Sponsored Session.

Blog

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