Image credit from left to right: Andres Burbano, Natalya Tatarchuk
In this episode of SIGGRAPH Spotlight, SIGGRAPH 2024 Conference Chair Andrés Burbano sits down with Chief Technology Officer at Activision and frequent contributor to SIGGRAPH Natalya Tatarchuk for an in-depth discussion about Natalya’s introduction into rendering, her important roles within the gaming industry, and what the future for real-time rendering techniques. Tune in for an exciting conversation that will leave you feeling inspired to be apart of the next era of computer graphics.
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About Our Guest
Natalya Tatarchuk (@mirror2mask) is a graphics engineer and a rendering enthusiast at heart, currently serving as chief technology officer at Activision Publishing. Prior to her current position, she drove the state-of-the-art rendering technology, graphics performance and character content creation in her role as a Distinguished Technical Fellow and Chief Architect, VP, Wētā Tools at Unity. Before leading the Graphics team at Unity as VP of Graphics for the Unity Editor and Engine, she was a AAA games developer, working on innovative cross-platform rendering engine and game graphics for Bungie’s Destiny franchise, as well the Halo series, such as Halo: ODST and Halo: Reach, and AMD Graphics Products Group where she pushed parallel computing boundaries investigating advanced real-time graphics techniques, and graphics hardware design and APIs. Natalya has been encouraging sharing in the games graphics community for several decades, largely by organizing a popular series of courses such as Advances in Real-time Rendering, Open Problems in Real-Time Rendering and Rendering Engine Architecture at SIGGRAPH, and convincing people to speak there. It seems to be working.