Dave Shreiner has been implementing, teaching, and discussing real-time graphics systems for over 30 years. From starting his career creating applications for scientific visualization and flight simulations, he's always been interested in applications of interactive graphics.
His career has intersected with many of the most innovative companies working in computer graphics: Silicon Graphics Computer Systems (SGI), Apple, ARM, and Unity Technologies. He's also helped craft numerous industry-standard computing APIs including OpenGL, OpenCL, WebGL, and Metal, to name a few. During that time, he helped enhance the use and accessibility of many APIs by authoring numerous professional books including The OpenGL Programming Guide, and numerous other titles in the OpenGL series.
He has also been educating graphics programmers for just about as long. From early roles at SGI presenting and developing courses on graphics, real-time, and multi-threaded programming; to developing undergraduate courses for several universities; and presenting the introductory graphics programming class at SIGGRAPH with long-time collaborators for the last two decades.
Always passionate about sharing knowledge and helping others, along with long-time collaborator Edward Angel, Dave has authored four editions of a widely used text for teaching undergraduate computer graphics courses, published by Pearson.
In addition to being an educator and instructional designer, Dave's had a long career related to using and designing GPUs, as well as leveraging that hardware authoring graphics applications and systems. Most recently, he's been leading various engineering groups within Unity Technologies related to XR graphics, or their low-level graphics engine.
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