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Andrew Willmott

From 2001 through 2013 I worked for the 'Sim' game studio,. Located in the San Francisco Bay Area. (Initially at Walnut Creek, then Redwood Shores, and then Emeryville, and then remotely from London for a few years.). The major Maxis games I worked on were:. Lead project and lead graphics engineer. 160 million player-created models here. Graphics R and D. A lot of my work has involved R and D. In the area of real-time rendering. Some recent publications and other output:. From AAA to Indie: Graphics R&D.

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Andrew Willmott | andrewwillmott.com Reviews
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From 2001 through 2013 I worked for the 'Sim' game studio,. Located in the San Francisco Bay Area. (Initially at Walnut Creek, then Redwood Shores, and then Emeryville, and then remotely from London for a few years.). The major Maxis games I worked on were:. Lead project and lead graphics engineer. 160 million player-created models here. Graphics R and D. A lot of my work has involved R and D. In the area of real-time rendering. Some recent publications and other output:. From AAA to Indie: Graphics R&D.
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1 andrew willmott
2 videogames
3 maxis
4 a subsidiary of
5 electronic arts
6 lead architect
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Andrew Willmott | andrewwillmott.com Reviews

https://andrewwillmott.com

From 2001 through 2013 I worked for the 'Sim' game studio,. Located in the San Francisco Bay Area. (Initially at Walnut Creek, then Redwood Shores, and then Emeryville, and then remotely from London for a few years.). The major Maxis games I worked on were:. Lead project and lead graphics engineer. 160 million player-created models here. Graphics R and D. A lot of my work has involved R and D. In the area of real-time rendering. Some recent publications and other output:. From AAA to Indie: Graphics R&D.

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andrewwillmott.com andrewwillmott.com
1

Inside GlassBox - Andrew Willmott

http://www.andrewwillmott.com/talks/inside-glassbox

This was a talk given at GDC 2012. The morning after the SimCity. Announcement, on the internals of our new simulation engine, called GlassBox. This is what we're using to ship SimCity. It covers the basic pieces that make up the simulation architecture, the things we considered in putting it together, and explains why we took this approach. Slides in web viewer. Slides in PDF format. Videos from the talk:. GlassBox Engine part 1. Part 2: The Economic Engine. GlassBox Talk ShakyCam (tm). 8 Mar 2012, 10:53.

2

Email Protection | CloudFlare

http://www.andrewwillmott.com/cdn-cgi/l/email-protection

You are unable to access this email address. The website from which you got to this page is protected by CloudFlare. Email addresses on that page have been hidden in order to keep them from being accessed by malicious bots. You must enable Javascript in your browser in order to decode the e-mail address. If you have a website and are interested in protecting it in a similar way, you can sign up for CloudFlare. How do spammers get email addresses? Can I sign up for CloudFlare? Performance and security by.

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Papers & Reports - Andrew Willmott

http://www.andrewwillmott.com/papers

Rapid Simplification of Multi-Attribute Meshes". High Performance Graphics, August 2011. Hierarchical Face Clustering on Polygonal Surfaces". M Garland, A. Willmott, P. Heckbert,. ACM Symposium on Interactive 3D Graphics, March 2001. Hierarchical Radiosity with Multiresolution Meshes". PhD dissertation. CMU Technical Report CMU-CS-00-166, 2000. A Willmott, P. Heckbert, M. Garland,. Eurographics Workshop on Rendering, 1999. An Empirical Comparison of Progressive and Wavelet Radiosity".

4

Rapid Simplification of Multi-Attribute Meshes - Andrew Willmott

http://www.andrewwillmott.com/papers/rsmam

Rapid Simplification of Multi-Attribute Meshes. High Performance Graphics 2011. 6 Jun 2011, 15:21. 7 Aug 2011, 21:05. 6 Jun 2011, 15:52. 3 Jun 2011, 16:26.

5

From AAA to Indie: Graphics R & D - Andrew Willmott

http://www.andrewwillmott.com/talks/from-aaa-to-indie

From AAA to Indie: Graphics R and D. This is a keynote I gave at "Theory and Practice of Computer Graphics 2013". Held at the University of Bath in the UK. My aim was to give some insight into graphics R&D both on a AAA game (SimCity) and on a small Indie title (our early work at JellyGrade). The SimCity topics covered include:. And on the Jellygrade side:. With movies (seems to only work well with Safari unfortunately).

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Andrew Willmott

From 2001 through 2013 I worked for the 'Sim' game studio,. Located in the San Francisco Bay Area. (Initially at Walnut Creek, then Redwood Shores, and then Emeryville, and then remotely from London for a few years.). The major Maxis games I worked on were:. Lead project and lead graphics engineer. 160 million player-created models here. Graphics R and D. A lot of my work has involved R and D. In the area of real-time rendering. Some recent publications and other output:. From AAA to Indie: Graphics R&D.

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Andrew's Blog | Blog of a University Chaplain

Blog of a University Chaplain. Space for Spirit, Room for Religion. January 29, 2015 by andrewwillson. Here is a copy of a post about the European Conference coming up in June ’15 for ‘Thinking Chaplaincy’. 8211; a blog for university chaplains. Hi, as the UK and Ireland rep for the Conference of European University Chaplains I want to invite all of you working in HE Chaplaincy to our conference in the Netherlands, June 8-12th 2015. All the practical details are on the website. Hope to see you there.

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Coming Soon - Future home of something quite cool

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Andrew's Nutritional Health Resources

Andrew's Nutritional Health Resources. This blog is intended for any readers interested in the latest research on nutritional health as published by the company who the author works for. The company researches from sources of high scientific reputation as well as through their relationship with the Linus Pauling Institute. Tuesday, October 11, 2011. Diet study may find ways to breathe easier on smoggy days. Cache Valley experiences poor air quality most often during winter months when high-pressure syste...