Jason L. Mitchell

Jason is a Software Engineer at Valve, where he works on real-time 3D graphics techniques across all of Valve's projects.  Prior to joining Valve, Jason was the lead of the 3D Application Research Group at ATI Research for eight years.  Jason has published papers and articles on a variety of topics in real-time rendering and regularly speaks at graphics and game development conferences around the world.

Jason received a B.S. in Computer Engineering from Case Western Reserve University and an M.S. in Electrical Engineering from the University of Cincinnati. He has also studied at the University of New South Wales in Sydney, Australia and worked in Tsukuba, Japan through the National Science Foundation Summer Institute in Japan.

 
  Professional Activities
 
    Publications and Technical Reports
     
 
     
 
     
 
     
  • Pedro V. Sander, Natalya Tatarchuk and Jason L. Mitchell, "Early-Z Culling for Efficient GPU-Based Fluid Simulation," ShaderX5: Advanced Rendering Techniques, Wolfgang Engel, Ed., Charles River Media, 2007.
     
 
  • Jason L. Mitchell, "Motion Blurring Environment Maps" in ShaderX4, Wolfgang Engel editor, Charles River Media, 2006.
     
 
     
 
     
 
     
 
  • Jason L. Mitchell, "Light Shaft Rendering" in ShaderX3, Wolfgang Engel editor, Charles River Media, 2004.
     
 
  • Jason L. Mitchell, "Poisson Shadow Blur" in ShaderX3, Wolfgang Engel editor, Charles River Media, 2004.
     
 
     
 
  • Pedro V. Sander, David Gosselin and Jason L. Mitchell, "Methods for Real Time Skin Rendering" in ShaderX3, Wolfgang Engel editor, Charles River Media, 2004.
     
 
     
 
     
 
     
 
     
 
  • Alex Vlachos, David Gosselin and Jason L. Mitchell, "Self-Shadowing Characters" in Game Programming Gems 2, Mark DeLoura editor, Charles River Media, 2001.
     
 
     
 
  • Alex Vlachos and Jason L. Mitchell, "Refraction Mapping for Liquids in Containers" in Game Programming Gems, Mark DeLoura editor, Charles River Media, 2000.
 
     
 
  • Jason L. Mitchell and Ravi Kothari, "Human Point-Of-Regard Tracking Using ARMA, State Space, and Neural Network Models," IEEE Workshop on Neural Networks for Signal Processing, Kyoto, Japan, pp. 482-491, 1996.
 
    Conference Materials
   
 
   
 
   
 
   
   
 
     
 
     
 
     
 
     
 
     
 
     
 
     
 
     
 
 
  • Hacking Next-Generation Programmable Graphics Hardware, CS 101.3: Hacking the GPU : Graphics Cards and the Future of Scientific Supercomputing. Caltech  Oct '02
     
 
  • Applications of Next-Generation Programmable Graphics Hardware, Evans and Sutherland Distinguished Lecture Series. University of Utah, 7 October 2002
     
     
  • DirectX 9 Shaders & Hardware with Richard Huddy at the Game Developer's Conference Europe. London, 29 August 2002
 
     
 
     
 
     
 
     
 
     
 
     
 
 
    In the Media
     
Jason and Gabe discussed technical aspects of bringing Valve games to the Mac, just after Steam's Mac release, on The Conversation, which was also picked up by Ars Technica.
     
    Jason wrote a piece on the process of making the Left 4 Dead intro on the Left 4 Dead blog
     
    Jason presented portions of ATI's WinHEC 2004 keynote (starting at 14:25 & again at 32:23)
     
    Jason wrote a brief article on pixel shaders for the Spring 2004 issue of gameSTATE.
     
    : Jason gave an interview about shader and 3D graphics hardware technology to the Japanese online site 4gamer.net during the 2003 Game Developer's Conference.
    : The following article appeared in the Nov 2000 issue of DOS/V Power Report:
         
     
    Polygonal Jason appeared in the RADEON preview in the April 2000 issue of Maximum PC