Zero to Hero Shaders
Interactive media and games increasingly pervade and shape our society. In addition to their dominant roles in entertainment, videogames play growing roles in education, arts, science and health. These talks bring together a diverse set of experts to provide interdisciplinary perspectives on these media regarding their history, technologies, scholarly research, industry, artistic value and potential future. As the speakers and title suggest, the series also provides a topical lens for the diverse aspects of our lives.
Join us TUESDAY’S From September 26th until November 28th at our NEW TIME 4:30pm-6pm in our NEW LOCATION: Jordan Hall RM 41.
Can’t make it to the talk, but have a question for Dan? Submit your question HERE and it will be asked. By submitting your question, you’re allowing mediaX to use and record your submission.
Also co-listed as one-unit course BIOE196 and CS544. For more information contact Ingmar@stanford.edu
Never Miss An Event; Join Our Email Community
Dan Moran, Zero to Hero Shaders. Each major release of Unity brings with it cutting edge graphics capabilities, but what exactly goes on behind the scenes of the latest Post Processing Effects and Physically Based Materials? In this talk, we’ll dive into the code that colors each pixel on the screen and see how we can write our own shaders to unlock new possibilities on the GPU. A high level overview of rendering pipelines coupled with concrete examples— this talk will jump-start your skills as both a graphics programmer and technical artist.
Dan Moran is a Senior Graphics Engineer at NCSoft working on AAA mobile games developed in Unity. Dan’s career in game development started as a programmer and artist on the games-for-health project Liberi with EQUIS Lab at Queen’s University. He then spent a year as an independent developer during which time he started the Makin’ Stuff Look Good YouTube channel. MSLG teaches introductory-to-advanced level shader programming and explores how visual effects in popular games can be recreated in Unity.