Jorge Jimenez
Most Recent Affiliation(s):
- Universidad de Zaragoza
Other Affiliation(s):
- Activision
Location:
- Spain
Bio:
SIGGRAPH 2014
JORGE JIMENEZ is a real-time graphics researcher at Activision Blizzard. He received his PhD degree in Real-Time Graphics from Universidad de Zaragoza (Spain) in 2012. His interests include real-time photorealistic rendering, special effects, and squeezing rendering algorithms to be practical in game environments. He has contributions in conferences, books, and journals, including SIGGRAPH and GDC, the GPU Pro series, the Game Developer magazine, and the journal Transaction on Graphics. He co-organized the course “Filtering Approaches for Real-Time Anti-Aliasing at SIGGRAPH 2011. Some of his key achievements include Jimenez’s MLAA, SMAA, and the separable subsurface scattering technique.
SIGGRAPH 2011
Jorge Jimenez is a real-time graphics researcher at the Universidad de Zaragoza, in Spain, where he received his BSc and MSc degrees, and where he is pursuing a PhD in real-time graphics. His interests include real-time photorealistic rendering, special effects, and squeezing rendering algorithms to be practical in game environments. He has various contributions in books and journals, including Transaction on Graphics, where our skin renderings made the front cover of the SIGGRAPH Asia 2010 issue.
Course Organizer:
Experience(s):
![Digital Ira: High-Resolution Facial Performance Playback](https://history.siggraph.org/wp-content/uploads/2022/06/2013-Realtime-Live-Debevec_Digital-Ira-01-150x150.jpg)
Type: [Real-Time Live!]
Digital Ira: High-Resolution Facial Performance Playback
Developer(s): [Debevec] [Alexander] [Fyffe] [Busch] [Yu] [Ichikari] [Graham] [Nagano] [Jones] [Alter] [Jimenez] [Danvoye] [Antionazzi] [Eheler] [Kysela] [Wu] [Pahlen]
[SIGGRAPH 2013]
![Separable Subsurface Scattering](https://history.siggraph.org/wp-content/uploads/2022/06/2012-Realtime-Live-Jimenez_Separable-Subsurface-Scattering-01-150x150.jpg)
Type: [Real-Time Live!]
Separable Subsurface Scattering
Developer(s): [Jimenez] [Jarabo] [Gutierrez]
[SIGGRAPH 2012]
Learning Presentation(s):
![Advances in Real-Time Rendering in Games, Part II](https://history.siggraph.org/wp-content/uploads/2024/01/2023-Image-Not-Available-150x150.png)
Type: [Courses]
Advances in Real-Time Rendering in Games, Part II Presenter(s): [Tatarchuk] [Vance] [Etienne] [Hillaire] [de Rousiers] [Jimenez] [Petersen]
Entry No.: [11]
[SIGGRAPH 2023]
![Advances in Real-Time Rendering, Part I](https://history.siggraph.org/wp-content/uploads/2022/02/2017-8-Advances-in-Real-Time-Rendering-Part-I-150x150.jpg)
Type: [Courses]
Advances in Real-Time Rendering, Part I Organizer(s): [Tatarchuk]
Presenter(s): [Shneider] [Bowles] [Sloan] [Iwanicki] [Jimenez]
Entry No.: [08]
[SIGGRAPH 2017]
![Advances in Real-Time Rendering, Part I](https://history.siggraph.org/wp-content/uploads/2022/02/2016-10-Advances-in-Real-Time-Rendering-Part-I-150x150.jpg)
Type: [Courses]
Advances in Real-Time Rendering, Part I Organizer(s): [Tatarchuk]
Presenter(s): [Jimenez] [Jiang] [Gonzalez-Ochoa] [Xu] [El-Garawany] [Hooker] [Hill] [Sousa]
Entry No.: [10]
[SIGGRAPH 2016]
![Advances in Real-Time Rendering, Part II](https://history.siggraph.org/wp-content/uploads/2022/02/2016-12-Advances-in-Real-Time-Rendering-Part-II-150x150.jpg)
Type: [Courses]
Advances in Real-Time Rendering, Part II Organizer(s): [Tatarchuk]
Presenter(s): [Jimenez] [Jiang] [Gonzalez-Ochoa] [Xu] [El-Garawany] [Hooker] [Hill] [Sousa]
Entry No.: [12]
[SIGGRAPH 2016]
![Physically Based Shading in Theory and Practice](https://history.siggraph.org/wp-content/uploads/2022/02/2016-6-Physically-Based-Shading-in-Theory-and-Practice-150x150.jpg)
Type: [Courses]
Physically Based Shading in Theory and Practice Organizer(s): [McAuley]
Presenter(s): [Hill] [Cordes] [Hery] [Hillaire] [Hoffman] [Jimenez] [Karis] [Lagarde] [Lobl] [Villemin] [Jover] [Lachambre]
Entry No.: [06]
[SIGGRAPH 2016]
![Advances in Real-Time Rendering in Games, Part I](https://history.siggraph.org/wp-content/uploads/2022/01/2014-10-Advances-in-Real-Time-Rendering-in-Games-Part-I-150x150.jpg)
Type: [Courses]
Advances in Real-Time Rendering in Games, Part I Organizer(s): [Tatarchuk]
Presenter(s): [Tatarchuk] [Karis] [Drobot] [Schulz] [Mader] [Jimenez]
Entry No.: [10]
[SIGGRAPH 2014]
![Digital Ira and Beyond: Creating Photoreal Real-Time Digital Characters](https://history.siggraph.org/wp-content/uploads/2022/01/2014-1-Digital-Ira-and-Beyond-Creating-Photoreal-Real-Time-Digital-Characters-150x150.jpg)
Type: [Courses]
Digital Ira and Beyond: Creating Photoreal Real-Time Digital Characters Organizer(s): [Pahlen]
Presenter(s): [Pahlen] [Jimenez] [Danvoye] [Debevec] [Fyffe] [Alexander]
Entry No.: [01]
[SIGGRAPH 2014]
Role(s):
- Course Organizer
- Course Presenter
- Poster Presenter
- Realtime Live Presenter
- Technical Paper Presenter