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Rosen Diankov | Home

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Rosen Diankov | About me
Ever since the beginning of high school, I've been madly programming 3D graphics and simulation engines. The fact that there are no limits to software really drove me to develop some pretty remarkable games and game development tools. After my first year at UC Berkeley, this graphics passion refocused itself on AI, computer vision, and real time systems. Although graphics were still exciting, in the end the product just appeals to the eye. Good graphics research is usually judged by how real or pretty it looks and how fast it renders. The former highly depends on the audience and usually programming hacks can be used to fool the eye. The latter is highly dependent on the amount of time you spend on the problem; it is determined by how well the hierarchies, partitioning structures, and caching algorithms are written.
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