Andrew Lauritzen

I am currently the tech lead of the Customer-Facing Architecture Initiative Technology team at Intel, where I work with game developers and researchers to improve the algorithms, APIs and hardware used for real-time rendering. Before that, I received my M.Math in computer science from the University of Waterloo in 2008 where my research was focused on variance shadow maps and other shadow filtering algorithms. My research interests include lighting and shadowing algorithms, rendering architecture, parallel programming languages and graphics hardware architectures.

Publications

Adaptive Volumetric Shadow Maps
Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron Lefohn, Matt Pharr
GPU Pro 2, Chapter 4.3, 2011
Sample Distribution Shadow Maps
Andrew Lauritzen, Marco Salvi, Aaron Lefohn
Symposium on Interactive 3D Graphics and Games (I3D) 2011
Adaptive Volumetric Shadow Maps
Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron Lefohn
Eurographics Symposium on Rendering (EGSR) 2010
Rendering Antialiased Shadows using Warped Variance Shadow Maps
Andrew Lauritzen, advised by Michael McCool
Master's Thesis, University of Waterloo, 2008
Layered Variance Shadow Maps
Andrew Lauritzen and Michael McCool
Graphics Interface (GI) 2008
Summed-Area Variance Shadow Maps
Andrew Lauritzen
GPU Gems 3, Chapter 8, 2007
Variance Shadow Maps
William Donnelly and Andrew Lauritzen
Symposium on Interactive 3D Graphics and Games (I3D) 2006

Talks