Last Online: 2/11/08
Daniel Sedlacek
Career Summary
Education
B.S. Degree in History,
University of Wisconsin – Madison, Madison, WI
Expected May of 2008
Minor in Computer Science, concentration in 3D Graphics
University of Wisconsin – Madison, Madison, WI
Expected May of 2008
Related Coursework: CS 367 – Data Structures, CS 354 – Machine Organization and Basic Systems, CS 537 – Operating Systems, CS 577 – Introduction to Algorithms, CS 559 – Computer Graphics, CS 679 – Computer Game Technology
Relevant Skills
• Languages: C/C++, Java, BATCH Scripting, PERL, Ruby
• Systems: Windows XP, Windows Server 2003, Linux
• Software: Microsoft Visual Studio 2005, Novell Netware, Microsoft Office
Employment History
Novell Netware Systems Administrator
University of Wisconsin – Madison Computer Aided Engineering, Madison, WI
September 2004 – Present
Civil Engineering Department IT Agent
University of Wisconsin – Madison Department of Civil Engineering, Madison, WI
September 2003 – May 2004
Relevant Works
Spring 2007
• Project Demonstration - Bubblestar – A very basic first person on-rails shoot-‘em up. The player is trapped in a bubble, and given the task of shooting down enemy ships hurtling towards him. Developed using a set of suites cobbled together with duct tape and bailing wire, which such notable ones as The Ogre 3D Engine, Newton Dynamics, and OpenAL.
• Project Demonstration – Genetic Algorithms and Artificial Intelligence – A demonstration of the applicability of using genetic algorithms to simulate pathfinding. A mouse errantly finds his way through a maze to a piece of cheese in a uniquely randomized fashion every execution. Programmed primarily in Java and uses a quickly and hastily written 2D tile engine to display graphics using Java’s 2D API.
• GLSL Shader Demonstration – Three shaders written in GLSL, one of which was translated from HLSL to GLSL. Demonstrates pixel discarding to present tessellated models that can be procedurally defined, Dot3 Bumpmapping, and a per pixel shading model.
• Quaternion Rotation vs Linear Interpolation – Exhibits the behavior of using various forms of interpolation schema to avoid Gimbal Lock. Uses a custom built Quaternion Library as well as includes SSE Optimizations for Matricies. Uses OpenGL for rendering, and the Fastlight Toolkit for GUI.
• Rigid vs Animated Bouncing Balls – A demonstration of the concepts of animation principles to heighten user response to motion. Using an animated ball as opposed to the rigid structure provides the user with valuable visual feedback as to where the ball is going, as well as looking more natural and fluid. Uses OpenGL for rendering, FMOD 3 for sound, and Fastlight Toolkit for GUI.
Fall 2006
• Project Demonstration - Graphics Town - An interactive 3D town demonstrating different aspects of 3D programming. Exhibits Skyboxing, Billboarding, Level of Detail, View Frustrum Culling, Procedural Modeling, Particle Systems, Simple Physics and Collision Detection using Bounding Boxes, Bezier Patches, Shaders, Skeletal Animations. Uses C++, OpenGL, and the FLTK GUI API. Models created and animated with Milkshape3D.
• Project Demonstration - Roller Coaster – A program that demonstrates various types of Splines: Catmull Rom, Cubic B-Splines, with varying levels of tensions to be placed on them. A roller coaster traveling along the path of the spline shows the difference between C1 and C2 continuity. Also in this demo are Arc-Length Parameterization, terrain that can be manipulated via Bezier Patches, and a projective shadowing system using OpenGL’s stencil buffer. Programmed in C++, OpenGL, and using Fastlight Toolkit for GUI.
• Project Demonstration - Image Manipulation – A small program that has 4 image manipulation operations for images in Targa format. Manipulation operations include image resizing, Floyd-Steinberg dithering, painterly rendering, and image warping. Uses C++, OpenGL, and the FLTK GUI API.
Is a man not entitled to the sweat of his brow?
PEGGLE! PEGGLE PEGGLE PEGGLE! PEEGGGGGLLEEEEEE!!!
FIRE FIRE FIRE!!!! I AM ON FIRE!!!!








