Mike Chow

Graphics technology
PS3/Xbox2/PC
mikemchow @ gmail.com

Previous Games

Pixar's Cars (PS2 & XBox)

I enjoyed making Cars game. I worked on animations and rendering for McQueen and other characters. I helped developed ways to animated McQueen's mouth without breaking the PS2/Xbox. Also rendering was interesting/fun since Pixar has high standards :)
MX vs ATV (PS2 & XBox)
MX Unleashed (PS2 & XBox)

Rainbow Motocross franchise continues. I helped develop and improve our graphics technologies for Xbox/PS2. My contributions include: improved GPU based particle physics simulations in MX, Fill-rate reduction techniques for particles, High-dynamic range on Xbox, terrain and shadows improvements on PS2 and Xbox, new shader development and engine optimizations.
SplashDown 2: Rides Gone Wild (PS2)

This was a fun game to develop. In this sequel to Splashdown on PS2, some of my contributions were: High-Dynamic Range lighting and effects on the PS2, Water Wake froth and foam simulation, Refraction effects on Ice level, BRDF shading on jetski vehicles, and much improved Jetski water spray system. Both HDR lighting and BRDF shading were previously not possible on the PS2, and Splashdown RGW was one of the first PS2 games to have them.
ATV Offroad Fury 2 (PS2)

In this sequel to ATV on PS2, I promised myself to outdo many of the graphics I put in the first version. Dynamic shadows on terrains are soft, antialiased, and cull nicely against light. Snow effect is new, with over 8000 snow particles per frame, more than any other game. Sun flares on PS2 is done very efficiently without reading back Z-buffer. We used many of the optimized shaders such as specular mapping from Pods and BMX.
Matt Hoffman's Pro BMX 2 (PS2 and XBox)

BMX 2 ships with all graphics technologies I helped developed since ATV Offroad Fury. It extensively uses PS2 and XBox shaders we created for material effects. I improved the real-time shadows with antialiased, soft-shadows on XBox.
Splashdown (XBox)

I worked on XBox special effects shaders for characters and objects. Also character animation rendering and tools for XBox. Advanced particle physics and rendering: real-time rendering of 10,000 particles with physics in game.
Star Wars: Pod Racer Revenge (PS2)

My best game, packed with new technologies including: terrains with multiple layers of textures generated at run time to save PS2 memory. Geometry compression applied to in game objects. Generalized dynamic projected shadows on arbitrary 3D objects. PS2 rendering microcode for characters, terrains, and particles.
Splashdown (PS2)

Nominated for best Racing Game of Year (Acadamy of Interactive Arts). My contributions: near optimal rendering microcodes on PS2 for characters and objects. Rendering of 10000 particles with physics in real-time. Used to render jet sprays in game.
ATV Offroad Fury (PS2)

Added to Sony Greatest Hits 2001. My contributions include PS2 rendering microcodes for terrain, ecosystems, particles, and objects. Dynamic real-time hardware projected shadows on terrains. Clipping of general objects.
Geometry compression for real-time graphics.

For hardwares capable of rendering tens to hundreds of millions of triangles. My vertex caching algorithm and adaptive compression dramatically reduce graphics bandwidth. Appeared in Proceedings of IEEE Visualization '97
Interactive shading and painting of 3D meshes

One of my interests is combining art, technology, and interactivity. Here's a 3D paint system that combines cool procedural geometry, 3D textures, and interaction.
Fast rendering using strips and vertex caching

Source code to compute triangle strips optimized for today's graphics hardware. Also shows how to efficiently cache vertices for advanced graphics hardwares.

More of my graphics pursuits.

Background
Here is my resume in [MS Word] [Text].

"A friend of mine once sent me a post card with a picture of the entire planet Earth taken from space.
On the back it said, 'Wish you were here.' "

--Steven Wright


I live near City by the Bay:

My Previous Adventures at MIT

hits since 10/10/96