Hansong Zhang

hansongzhang@yahoo.com 
900 High School Way Apt. 2122 
Mountain View, CA 94041 

OBJECTIVES

A position that involves technical leadership; one that requires creative and analytical brain power; one that requires broad experience in computer graphics software and hardware (including game consoles and video games), graphics algorithms, systems, architecture, and development

WORK
EXPERIENCE

Lead Engineer, July 1999 - Present
    Intrinsic Graphics, Inc.
Led the design and implementation of scene construction, animation, and special effects technology for the multi-platform development of computer/console games and other real-time applications. The achievement forms the core of the middleware company's product, Intrinsic Alchemy. Hands-on and deep understanding of different hardware architectures (including Playstation 2, GameCube, XBox, and PC) and their software implications. Research-oriented work includes new algorithms for real-time rendering, with two patents pending on algorithms for fast soft shadow generation and hardware-assisted terrain visibility culling, respectively. (Related papers available upon request.)  

Member of Technical Staff, August 1998 - July 1999

    Silicon Graphics Inc.
Worked on the Fahrenheit project, especially FLM (Fahrenheit Large Model, a toolkit for large-scale CAD models and curved surfaces). Fahrenheit was a joint project between Microsoft and SGI which was to produce a unified next-generation cross-platform graphics API.  

Research Assistant, Walkthrough project, August 1995 - July 1998

    Dr. Fred Brooks and Dr. Dinesh Manocha,  Department of Computer Science, UNC-Chapel Hill
The Walkthrough team investigates acceleration techniques for interactive display of complex environments. My research focus was effective, real-time visibility culling for general models [1][3][4], and the combination image- and object-space techniques to achieve fast rendering and special effects [0][2][9]. Results from other research I have done are published in [5], [6], and [7]. For details see Research and Publications.

Assistant Researcher, August 1994-June 1995

    Dr. Shenquan Liu, Institute of Computing Technology, Chinese Academy of Sciences
Worked on improving cache coherence for parallel volume rendering [8]. Built a distributed volume ray-tracer based on the virtual shared memory model and achieved superior cache behavior by traversing pixels along a space filling curve. 

Research Assistant, August 1991-June 1994

    Dr. Shenquan Liu, Institute of Computing Technology, Chinese Academy of Sciences
Worked on volume rendering of data on irregular meshes [10]. Implemented a multi-platform visualization system for such data, with  improvements to various algorithms.

EDUCATION

University of North Carolina at Chapel Hill (Chapel Hill, NC) 
    Ph. D. in Computer Science, 1998 
    Effective Occlusion Culling for the Interactive Display of Arbitrary Models, Dr. Dinesh Manocha and Dr. Fred Brooks, Advisors
Institute of Computing Technology, Academia Sinica (Bejing, P. R. China) 
    M. S. in Computer Science, May 1994 
    Volume Rendering for Data on Irregular Meshes, Dr. Shenquan Liu, Advisor
Xi'an Jiaotong University (Xi'an, P. R. China) 
    B. S. in Computer Engineering

REFEREED
PUBLICATIONS

[0] Zhang, Hansong. A derivation of image-based rendering for conventional three-dimensional graphics. Journal of Graphics Tools, 4(2):27-36, 1999

[1] Zhang, Hansong, Effective Occlusion Culling for the Interactive Display of Arbitrary Models, Ph. D. dissertation, Department of Computer Science, University of North Carolina at Chapel Hill 

[2] Zhang, Hansong, Forward Shadow Mapping, Rendering Techniques '98, Proceedings of the 9th EuroGraphics Rendering Workshop, Vienna, Austria, June 29-July 1, 1998, Drettakis, G., Max, N. (eds.) ISBN 3-211-83213-0  

[3] Zhang, Hansong, D. Manocha, T. Hudson, and K. Hoff, Visibility Culling Using Hierarchical Occlusion Map, Proceedings of SIGGRAPH'97, Los Angeles, August 1997 

[4] Zhangh, Hansong, and K. Hoff, Fast Backface Culling Using Normal Mask,  1997 Symposium on Interactive 3D Graphics, ACM SIGGRPH 

[5] Bastos, Rui, M. Goslin and H. Zhang, Efficient Radiosity Rendering using Textures and Bicubic Reconstruction, 1997 Symposium on Interactive 3D Graphics, ACM SIGGRAPH 

[6] Kumar, Subodh, D. Manocha, H. Zhang and K. Hoff, Accelerated Walkthrough of Large Spline Models, 1997 Symposium on Interactive 3D Graphics, ACM SIGGRAPH 

[7] Zhang, Hansong, Pattern Generation with Color Map Gouraud Shading, Computer & Graphics, No.1, Vol.20, Elsevier Science Ltd, Jan. 1996 

[8] Zhang, Hansong, Order of Pixel Traversal and Parallel Volume Ray-tracing on the Distributed Shared Volume Buffer, Eurographics Workshop on Visualization 1995, Springer Verlag. 
 

TECHNICAL
REPORTS

[9] Zhang, Hansong, A Traditionalist View of 3-D Image Warping, TR97-043, Department of Compute Science, UNC-Chapel Hill, Nov. 1997 

[10] Zhang, Hansong, Volume Rendering for Data on Irregular Meshes, M.S. Thesis (in Chinese), Institute of Computing Technology, Chinese Academy of Sciences, P. R. China 

HONORS AND
AWARDS

Silicon Graphics Fellowship, August 1997-July 1998 
Board of Governers Fellowship, University of North Carolina at Chapel Hill, 1997

REFERENCES

Available upon request.