| name | Ville Timonen |
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| nationality | Finnish | |
| date of birth | 29.08.1983 | |
| languages |
Finnish (native) English |
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| contact |
wili@wili.cc |
| full-time |
PhD student Computer graphics research TUCS Graduate School Åbo Akademi University, High Performance Computing Laboratory vtimonen@abo.fi |
| part-time |
Software developer Accelerated graphics for future mobile platforms Nomovok Ltd. ville.timonen@nomovok.com |
See section research for my PhD work.
In January 2007, I graduated as a M.Sc. in computer science. I specialized in software development, programming, math, and physics through my course choices. I finished the degree in a very fast pace, while taking extra courses and maintaining a high grade average (see the degree summary). My master's thesis introduced a novel translucency rendering technique for real-time graphics (see the paper), and was awarded the highest grade, given to 4% of theses. Also, my thesis was chosen to represent our department in the annual thesis competition. (see the thesis page)
I graduated from upper secondary school in 2002. Mathematics was my speciality; I got full score in extended mathematics, achieved by about every 500th student.
I wrote my first programs when I was about 10 years old, and I have been an active hobbyist programmer since 1998. You can see some of my projects in the softography section. The most experience I have from graphics, multimedia, HPC, GPGPU, and operating system tools programming. (See programming experience)
In addition to programming, I am interested in different operating systems and software designs. I have been experimenting with Unices as my main OSes since 1999. I have administration experience from a variety of Unices, e.g. Solaris, Linux, BSDs, and HP-UX. For more detail, see the Unix experience section.
I have always found programming to be one of the best ways for me to express my creativity. The following software is of my independent design and implementation:
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A software mixer designed to monitor and route various inputs to outputs. Intended for HTPCs with a touch screen. |
This OpenGL based 3D graphics and physics engine implements modern graphics engine features, such as a Lightwave object loader, volumetric shadows, ambient occlusion, per-pixel lighting, normal mapping, offset mapping, relief mapping, hard and soft self-shadowing of surfaces, and high dynamic range rendering. A physically realistic simulation of translucent materials, such as glass and water, is implemented through shaders. Also, miscellaneous other shader effects are implemented, such as ones suited for simulating surfaces of a car.
The physics engine simulates object dynamics in a realistic fashion.
Collisions with arbitrary polygons and other objects, linear and angular momenta, gravity, and air friction are simulated.
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A statistics and monitoring software used for monitoring various computer and operating system metrics over network. Graphics are OpenGL accelerated for minimized CPU utilization. |
For more projects, video captures, and details, see the softography section.