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Over 25 years’ experience as a technical leader in games and mixed reality, specializing in real-time rendering. Spent 13 years at Valve shipping games and serving as a core member of the VR team that developed and shipped the technologies in the HTC Vive, Valve Index, SteamVR run-time software suite, and The Lab. Currently at Meta. Formerly at Valve, Microsoft, Naughty Dog, ATI, Spacetec, and founded several small companies. Games shipped: Half-Life 2: Episode Two, Team Fortress 2, Portal 1 & 2, Left 4 Dead 1 & 2, Dota 2, Counter-Strike: Global Offensive, Uncharted, and many others.
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Software ArchitectMeta Jan 2024 - PresentMenlo Park, Ca, UsWorking on mixed reality devices -
Partner Architect - Microsoft Mixed RealityMicrosoft Jan 2020 - Oct 2023Redmond, Washington, UsWorked in Microsoft Mixed Reality on AR and VR products including HoloLens 2, HP Reverb G2, etc. -
Software ArchitectValve Oct 2006 - Sep 2019Bellevue, Wa, UsNotable Projects:• Half-Life: Alyx• SteamVR: Compositor, Chaperone, and other runtime systems (2014-2019)• SteamVR Media Player (2017)• Dota VR (2016) - First shown at The International Dota 2 Championships 2016• The Lab (2016)• The Lab Renderer for Unity (2016)• Aperture Science Robot Repair (2014-2015) - HTC Vive VR launch demo first shown publicly at GDC 2015• Dota 2 (2013)• Counter-Strike: Global Offensive (2012)• Portal 2 (2011)• Left 4 Dead 2 (2010)• Left 4 Dead (2009)• Source 2 rendering systems (2009-2012)• Team Fortress 2 (2006-2008)• Portal (2006-2008)• Half-Life 2: Episode Two (2006-2008)VR Technology Highlights:• Motion Smoothing• Asynchronous Reprojection Scheduling & Running Start• Adaptive Quality• SteamVR Auto Resolution• Ghost Correction• Panel Masking• Edge Focal Blur• Dynamic Panel Masking• Hidden Area Mesh• Supersample Filtering• Multi-GPU Rendering Algorithms for 2 and 4 GPUs• Fixed Foveated Rendering• Radial Density Masking• Specular Antialiasing Using Roughness Filtered Mip Chains• Geometric Specular Antialiasing Using Screen-space Partial Derivatives -
Lead Programmer - Visual EffectsNaughty Dog Mar 2005 - Oct 2006Santa Monica, Ca, UsUncharted: Drake's Fortune -
Lead Programmer / Staff EngineerAti Nov 1998 - Jan 2004Santa Clara, California, UsLead Programmer and Technical Director of ATI's Demo Team. I spent 5 years building ATI’s demo team and was responsible for managing all aspects of product design, development, technical decisions, and overall visual quality. During these 5 years, I lead the development of over 25 real-time rendered product demos while also publishing many articles and speaking at industry events. I also worked closely with GPU architects to define and validate hardware features for future GPUs.I developed the Microsoft DirectX 8 N-Patch higher-order surface (also known as “Curved PN Triangles”). This is a method to compute a cubic triangular Bezier control mesh based on point and normal information for an arbitrary triangle. It is an interpolating, triangular surface that has little impact on graphics APIs or game developers while giving them improved silhouettes and a closer approximation to Phong shading. Publication: "Curved PN Triangles". -
Software EngineerSpacetec Imc Jun 1997 - Nov 1998Programmer for the Spaceball Avenger, SpaceOrb 360, ASCII Sphere 360, and Spaceball 4000.
Alex Vlachos Skills
Alex Vlachos Education Details
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Boston UniversityComputer Science
Frequently Asked Questions about Alex Vlachos
What company does Alex Vlachos work for?
Alex Vlachos works for Meta
What is Alex Vlachos's role at the current company?
Alex Vlachos's current role is Real-Time Rendering / Games / Mixed Reality.
What is Alex Vlachos's email address?
Alex Vlachos's email address is al****@****are.com
What is Alex Vlachos's direct phone number?
Alex Vlachos's direct phone number is +161771*****
What schools did Alex Vlachos attend?
Alex Vlachos attended Boston University.
What skills is Alex Vlachos known for?
Alex Vlachos has skills like Game Development, Graphics, Development.
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