Francisco Rivas

Francisco Rivas Email and Phone Number

Sr. Game Developer Relations Engineer at Intel @ Intel Corporation
(408) 765-8080
Francisco Rivas's Location
Mount Holly, North Carolina, United States, United States
Francisco Rivas's Contact Details

Francisco Rivas work email

Francisco Rivas personal email

About Francisco Rivas

Real-Time Graphics Engineer with 15 years of experience. Extensive experience with deferred rendering, shaders, shadow mapping, and post processing effects.Former Microsoft DirectX MVP; an engineer with good communication skills.Specialties: Lighting, shadows, shaders, special effects, cross-platform optimization.

Francisco Rivas's Current Company Details
Intel Corporation

Intel Corporation

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Sr. Game Developer Relations Engineer at Intel
(408) 765-8080
Website:
intel.com
Employees:
10
Francisco Rivas Work Experience Details
  • Intel Corporation
    Senior Game Developer Relations Engineer
    Intel Corporation Jun 2019 - Present
    Santa Clara, California, Us
  • Rockstar Games
    Graphics Programmer
    Rockstar Games May 2014 - Apr 2019
    New York, New York, Us
    Lighting and rendering technology for an advanced custom graphics engineShipped Title: Red Dead Redemption 2 (PS4 and Xbox One).• Implemented Physically Based Rendering (PBR) shader pipeline based on the most recent graphics research.• Developed artist-placed reflection probe tech for more accurate reflection and lighting in PBR pipeline.• Substantially improved the LOD lighting system for both indoor and outdoor lights visible at great distances.• Developed vehicle lighting system that allows in-game authoring of lights easily for many vehicles at the same time. Substantial work optimizing lighting for moving interiors (trains, for example).
  • Molten Games
    Senior Graphics Engineer
    Molten Games Jul 2013 - Mar 2014
    Graphics tools and technology for a new startup game studio using Unreal Engine 4. Expanded into gameplay tasks as the need arose.Project: Blunderbuss - third person team-based action game.• Wrote shaders and gameplay logic to implement post processing and special effects.• Gameplay features for target selection.• Helped define technical budgets for Art team as well as the target min-spec for the game.• GPU performance profiling and optimization on PC hardware
  • Trion Worlds, Inc.
    Senior Graphics Engineer
    Trion Worlds, Inc. Feb 2012 - Jul 2013
    Redwood City, Us
    My primary focus is to develop high-end rendering capabilities for a cross-platform third person shooter MMO.Shipped Title: Defiance (Xbox 360, PS3, PC)• Rewrote most of the shadow map implementation to use higher quality, yet less expensive filtering techniques. Heavily optimized lighting shaders to avoid any branching during shadow mapping in large scenes.• Depth of Field-- Used Edge Post (PS3 SPU's) to update DoF implementation to selectively blur only portions of the screen as requested by Art.-- Updated console blurs to more closely mimic the more expensive PC blurs by sampling along texel boundaries to leverage hardware bilinear filtering to get more blur taps for "free".• Wrote very fast, custom renderer to draw graphics to the screen as quickly as possible during game start up to satisfy TCR/TRC requirements.
  • Monolith Productions
    Graphics Engineer
    Monolith Productions May 2009 - Nov 2011
    Kirkland, Wa, Us
    Designed and implemented large portions of Monolith's cross-platform (Xbox 360, PS3, and PC) rendering engine. Worked closely with technical artists and lighting artists to give them the tools and features they need to make great-looking, high-performing content.• Replaced traditional forward renderer first with a light-prepass and then a fully deferred renderer.• Extended and modernized proprietary shader compiler to support multiple render targets and the decoupling of techniques from the engine runtime along with other features.• Replaced stencil volume shadows with brand new shadow mapping solution supporting different filtering techniques.• Implemented video playback system to work across multiple threads while feeding information back into the game thread when necessary.
  • Obsidian Entertainment
    Programmer
    Obsidian Entertainment Oct 2007 - Feb 2009
    Irvine, Ca, Us
    Developed high-performance, cross-platform rendering algorithms for Aliens RPG (canceled after 2+ years in development) within Obsidian’s proprietary engine (Xbox 360, PS3, and PC).• Implemented GPU Skinning on all platforms through the use of vertex textures on the PS3, Xbox360 and PC systems.• Designed and developed a Screen-Space Ambient Occlusion Algorithm.• Implemented a deferred shadow map system along with different filtering algorithms to use it with (ESM, Parabolic, and CSM).• Designed systems from scratch taking into account the strengths of each console and adapting the architecture to meet those strengths.• Wrote memory tracking code to produce reports to track memory usage over the project lifecycle.
  • Microsoft
    Programmer Writer
    Microsoft Jan 2006 - Aug 2007
    Redmond, Washington, Us
    Worked on DirectX documentation. Focused mainly on Direct3D 9 and 10 with emphasis on resource manipulation and performance.
  • Electronic Arts
    Software Engineer
    Electronic Arts Jun 2004 - Apr 2005
    Redwood City, Ca, Us
    Rendering technology and tools for Xbox 360 version of Madden Football.
  • Ati Research
    Software Engineer
    Ati Research May 2002 - May 2003
    Santa Clara, California, Us
    Part-time work doing research on Higher Order Surfaces and non-graphics applications of the GPU (mainly image processing pixel shaders).
  • Evans & Sutherland
    Software Design Intern
    Evans & Sutherland Jun 2001 - Aug 2001
    Salt Lake City, Utah, Us
    Worked on diagnostic OpenGL display drivers for proprietary hardware.

Francisco Rivas Skills

Hardware Validation Technical Support Electronics Testing Debugging Semiconductors Windows Lean Manufacturing Failure Analysis Computer Hardware C++ Linux Xbox 360 Ps3 Shaders Directx Video Games Cross Platform Development Direct3d 3d Graphics Console Lighting Xbox Gpu Mmo Game Development Special Effects Unreal Engine 4

Francisco Rivas Education Details

  • University Of Central Florida
    University Of Central Florida
    Computer Science

Frequently Asked Questions about Francisco Rivas

What company does Francisco Rivas work for?

Francisco Rivas works for Intel Corporation

What is Francisco Rivas's role at the current company?

Francisco Rivas's current role is Sr. Game Developer Relations Engineer at Intel.

What is Francisco Rivas's email address?

Francisco Rivas's email address is fr****@****ail.com

What schools did Francisco Rivas attend?

Francisco Rivas attended University Of Central Florida.

What are some of Francisco Rivas's interests?

Francisco Rivas has interest in Latin Music, Cycling, Basketball.

What skills is Francisco Rivas known for?

Francisco Rivas has skills like Hardware, Validation, Technical Support, Electronics, Testing, Debugging, Semiconductors, Windows, Lean Manufacturing, Failure Analysis, Computer Hardware, C++.

Who are Francisco Rivas's colleagues?

Francisco Rivas's colleagues are Muhammad Shamasneh, Yizhak Zalzman, Tamel Mcgibiany, Dallin Wheeler, Eliya Shechter, Siti Hawa Mohamad Nor, Gail Kochan.

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