Johan Andersson
Most Recent Affiliation(s):
- DICE
Other / Past Affiliation(s):
- Electronic Arts
Bio:
SIGGRAPH 2010
Johan Andersson is a senior software architect in the Frostbite Engine team at DICE. For the past 9 years he has been working with rendering, performance, and core engine systems for games in the Battlefield and Rallisport series. He now leads the rendering and performance side of Frostbite for future game titles on multiple platforms (PS3, Xbox 360, DX11). Johan is a member of multiple graphics advisory boards and has previously presented at GDC, SIGGRAPH and Graphics Hardware on topics such as procedural texturing, graph-based shaders, terrain rendering and future GPU / game engine interaction.
Learning Category: Presentation(s):
Type: [Courses]
Open Problems in Real-Time Rendering Organizer(s): [Tatarchuk]
Presenter(s): [Lefohn] [Brainderd] [McGuire] [Foley] [Fatahalian] [Aila] [Andersson] [Lehtinen] [Li]
Entry No.: [18]
[SIGGRAPH 2016]
Type: [Courses]
Open Problems in Real-Time Rendering Organizer(s): [Tatarchuk]
Presenter(s): [Tatarchuk] [Lefohn] [Salvi] [Fatahalian] [Andersson]
Entry No.: [12]
[SIGGRAPH 2015]
Type: [Courses]
Beyond Programmable Shading Organizer(s): [Lefohn]
Presenter(s): [Lefohn] [Houston] [Andersson] [Lauritzen] [Crassin] [Ribble]
Entry No.: [12]
[SIGGRAPH 2012]
Type: [Courses]
Beyond Programmable Shading I Organizer(s): [Lefohn] [Houston]
Presenter(s): [Lefohn] [Houston] [Luebke] [Fatahalian] [Foley] [Andersson] [Boyd] [Fascione] [Ragan-Kelley] [Akeley]
Entry No.: [19]
[SIGGRAPH 2010]