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 received a B.S. in Computer Engineering from Case Western Reserve University in 1994 and an M.S. in Electrical Engineering from the University of Cincinnati in 1996. 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
   
 
   
   
 
     
 
     
 
     
 
     
 
     
 
     
 
     
 
     
 
 
     
 
     
     
 
     
 
     
 
     
 
     
 
     
 
     
 
 
    In the Media
     
    Jason presented portions of ATI's WinHEC 2004 keynote (starting at 14:25 and 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