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CG Artist Interview: Davide Pesare, CG Software Engineer at Pixar Animation Studios. Pag.3

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Davide Pesare: First Job in 3D Computer Graphics

CG Explorer: Tell us about your first professional engagement.

(Davide Pesare): University turned out to be much easier than high school and I managed to get top marks and still have some spare time. So I had fun modeling in 3d. That was very fortunate, as I managed to gather enough skills to get my first job in the second year of university. A small studio, little projects, and fairly basic modeling and texturing jobs helped me finance my studies. In the third year of university, the final one, I found a new job in a locally famous studio that made video clips for popular Italian musicians. The pay wasn’t good or reliable, so I also had to work at night in clubs, programming laser shows as well as managing lighting, projectors, and cameras for fashion events. In the effort of promoting the subject in my university, my thesis was centered on the production of a commercial or video clip in 3D. Deeply unsatisfied with what I had learned so far, I decided to continue studying. I left for a Master Degree, to be done partially in the Polytechnic of Madrid, Spain. Computer graphics related subjects there, were much richer than in Torino, and I had a chance to study higher levels of maths, geometry, fractals, and software engineering, while lecturing on basic computer arts in the same University. In the last year of my Master I came back to Torino to focus on software engineering. That year I went to the Virtuality Conference in Turin (now called View Conference), and later to Imagina in Montecarlo. The amazing people I met at these conferences inspired and actively encouraged me to work towards the dreams that were still so foggy in my head and that slowly started to look reachable. I also started a collaboration with a small team of artists from Rome, who called themselves RebelThink. What I wrote for them became my thesis: the Natural:Shaders library for 3DS Max and rewarded me with full marks and honors. It also allowed me to go to the Siggraph conference in Los Angeles, with RebelThink, where I got convinced that to keep improving I would have to eventually leave my home country.

Natural:Shaders. Ice, Water and Underwater rendering examples made with the Procedural Shaders developed by Davide Pesare and RebelThink. Copyright 2004 RebelThink. All Rights Reserved.

Natural:Shaders. Ice, Water and Underwater rendering examples made with the Procedural Shaders developed by Davide Pesare and RebelThink. Copyright 2004 RebelThink. All Rights Reserved.

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