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Aqsis Team Profile
General
Name: Paul Gregory
Role: Original author of Aqsis, and currently project lead and lead developer.
ToDo: pgregory
Location: Berkshire, England
Background: Realtime and non-realtime 3D graphics specialisation, both at work and as a hobby. Commercially, a software engineer and R&D manager for 20+ years.
E-Mail: pgregory@aqsis.org
Homepage: www.aqsis.org
Personal
Date Of Birth: 26th September 1969
Interests: 3D animation and rendering, football, cars, technology, gadgets.
Family: My long suffering partner Michelle Bickers, and a wonderful daughter Leah Verity Bickers Gregory (born 22nd December 2005).
Other: I've always been interested in photorealistic/non-realtime 3D graphics. I've always worked in realtime 3D graphics, originally for a company called Superscape (http://www.superscape.com), and now for ARM (http://www.arm.com). I started Aqsis when I became interested in the whole RenderMan idea, and found that the only readily available option was BMRT, which at the time was Linux only. Being a Windows person I decided my only choice was to write an implementation myself. Hence was born Aqsis.
My main driving factor for producing Aqsis, was the programmable shading, more specifically displacement shading. As such, the more usual hobby approach of writing a simple raytracer was not a viable option, which is why Aqsis is Reyes based.
I now work at a Rushes Postproduction, where I'm responsible for technical support of the 3D art department, who perform postproduction on TV and film level projects.
