Who am I?
Now that you've seen my name and face, I will get you to know me better.
I was born in Barcelona in 1975.
My first computer was a Sony MSX2 at the end of 1989 and I fell amazed by its 256 colors and
128 Kb of RAM.
My first program was an infinite loop (of course!) that painted random circles (i.e., random position,
random radius and random color) on the screen.
It's no surprise, though, that after my Computer Science Engineering, now I'm doing
my PhD using Monte Carlo techniques applied to real-time illumination of video-game environments.
My doctorate program is from the Universitat
Politècnica de Catalunya, and my research activities are performed
at the Universitat de Girona,
Institut d'Informàtica
i Aplicacions. I have a grant from the Ministerio
de Ciencia y Tecnología linked to the project
TIC-2001-2416-C03.
Research Interests
Fast realistic rendering, ray-tracing and radiosity.
Real-time rendering.
PhD Thesis
Fast Photorealistic Techniques to Simulate Global Illumination in Videogames and Virtual Environments
Publications
- 2006
- Àlex Méndez Feliu, Mateu
Sbert
Efficient rendering of light and camera animation for
navigating a frame array,
Computer Animation and Social Agents CASA 2006
Geneve, Switzerland, July 2006
- Àlex Méndez Feliu, Mateu
Sbert
Obscurances in General Environments,
Graphicon 2006
Novosibirsk, Russia, July 2006
- Àlex Méndez Feliu, Mateu
Sbert, László Szirmay-Kalos
Reusing Frames in Camera Animation,
Journal of Winter School of Computer Graphics, ISSN 1231-6972, Vol. 14, 2006
Plzn, Czech Republic, January 2006
- Àlex Méndez Feliu, Mateu
Sbert, Jordi Catà , Nicolau Sunyer, Sergi Funtané
Real-Time Obscurances with Color Bleeding (GPU Obscurances with Depth Peeling),
ShaderX 4, Chapter 2.6
Charles River Media, January 2006
- 2004
- Àlex Méndez Feliu, Mateu
Sbert
Combining Light Animation with Obscurances for Glossy Environments,
Computer Animation and Virtual Worlds 2004; 15(3-4): 463--470
John Wiley & Sons, July 2004
The Very Best Papers of CASA 2004, Geneva, Switzerland
- Àlex Méndez Feliu, Mateu
Sbert
Comparing Hemisphere Sampling Techniques for Obscurance Computation,
International Conference on Computer Graphics and Artificial Intelligence 3IA 2004,
Limoges, France, May 2004.
- 2003
- Àlex Méndez Feliu, Mateu
Sbert, Lázló Neumann
Obscurances for ray-tracing (extended version),
Research Report IIiA 03-09-RR,
Universitat de Girona, December 2003.
- Àlex Méndez Feliu, Mateu
Sbert, Lázló Neumann
Obscurances for ray-tracing,
EUROGRAPHICS 2003 Poster Presentation,
Granada, Spain, September 2003.
- Àlex Méndez Feliu, Mateu
Sbert, Jordi
Catà
Real-Time Obscurances with Color Bleeding,
Proceedings of the 18th Spring Conference on Computer Graphics SCCG 2003,
Bratislava, Slovakia, April 2003,
pp. 171-176, ACM Press, New York, NY, USA, 2003.
BEST PRESENTATION AWARD
Look at Txapulín's web page and Txapulín diaries to know more about my non-computer-related life.
Departament d'Informàtica i Matemàtica Aplicada
Universitat de Girona
Campus de Montilivi, Edifici P4, Despatx 241
17071 Girona
Tel: 34-972-418831
Fax: 34-972-418792
email: amendezATima.udg.es
Last modification: June 15th 2006, 13h30
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