Gregory Ecker shot breakdown of montage reel 5/2002 - what follows is a brief description of my contributions to the shots in the commercials which appear on my reel (the short version). The descriptions are in the order which the commercials appear. Intel dancing woman - developed Mental Ray shader for the woman's hair. Orkin man "stampede" - developed a particle system which worked in conjunction with Softimage and Mental Ray (for the dust). Primeco guy - series of commericals for Primeco. I wrote the Mental Ray shader for the head of the Alien which attempts to match the lighting of the live shot. Sprint wireframe car - developed application/plugins to export polygonal models from softimage/maya to renderman and render the edges of the polygons with the renderman "ricurve" primitive, to allow for smooth antialised renders. Also developed clipping plane shader for the reveal of the curve itself. Fox kids - see turbonium (below) Volkswagen Turbonium - developed "ribbit", a set of plugins and an application to handle converting softimage/maya scenes to renderman. System enabled model, animation and lighting setup to be preserved, as well as render distribution and many non-standard, job-specific features. I have extensive documentation covering this application, named "ribbit" which was used in over 20 commercials in the course of 3 years. Dodge Intrepid 2 - developed application (with others) to enable assignment of shaders for RGA's proprietary renderer to a car model which weighed in at over 7 gigs and could not be loaded into softimage or maya (used in over 8 commercials). Duracell - animated in softimage, lit and textured in "ribbit", (see turbonium above) Oxygen - example of export of branch deformation to renderman. Also, lit, textured and shaded within ribbit. Intel dancing woman - (same as above) NEC - developed software to load textures which were larger than the maximum allowable resolution into flame/inferno. developed software to import animation from softimage into flame/inferno. National Amusements - renderman volumetric shader, camera animation export to renderman. ABCnews - see "ribbit" (above) Sci fi channel - plugin to export/import camera animation to/from flame/henry/inferno. Oxygen - different shot of same commercial as above (see oxygen). Duracell ultra - same as duracell above Dodge intrepid 1 "pop on" - developed procedural animation of the car parts popping on. Dodge intrepid 1 "engine put together" - developed system (with others) to animate the car parts sliding into place. Dodge intrepid 1 "engine clip" - developed system to assign shaders to the car parts, assign and apply clipping plane shader animation. Volkswagen "pink moon" - software to massage renderman rib files generated by 3dsmax. Fox kids pinball - same as above Intel dancing woman - same as above Oxygen 2 - same as oxygen 1 Dodge intrepid 1 "pistons" - same as intrepid above Dodge intrepid 1 "crash" - same as intrepid above Primeco guy - same as primco guy above Primeco guy - same as primco guy above Volkswagen turbonium - pull out shot developed particle system in perl to place all of the cars in this shot, and orient their sprites toward the camera. Sprint wireframe 2 - same as sprint above Sprint wireframe 3 - same as sprint above Dodge intrepid 1 engine - same as intrepid above Oxygen 1 - deformations same as oxygen above Houston cellular - wrote software to take model exported from Rhino, camera data from softimage, and create rib for renderman render. Intel dancing woman - same as above. Volvo website shots - entire set of volvo cars rendered automatically for their website. Developed system to render all camera angles of all cars in all available colors almost entirely automatically (the only input were the camera positions, the car colors, and the car models).