You may remember a front page story back in December, about Ray Tracing and how it works.  Daniel Pohl, who was finishing up a project to get Ray Tracing to work on Quake 3 & 4.  As you saw in the article, Ray Tracing adds depth to surfaces by properly displaying shadows, and takes water reflection to a whole new level. 

He hasn’t written anything new for us in a while, as he has been busy trying to get a job, now that he has finished his Master’s degree.  Well, he found one, as you can see in this Inq story.  Hiring him for the Intel Applications Research Lab may be a huge leap in any plans Intel may have in merging the CPU and GPU.

Congratulations Daniel!  We are anxiously awaiting to see what you come up with next!
A WHILE AGO, we published an article about Ray-Trace projects using Quake 3 and Quake 4 game engines. Daniel Pohl, the boy-genius behind the project, recently completed his degree at Erlangern University, in cooperation with Saarland Uni. Then Daniel went searching for a job in the gaming industry, armed with some interesting ideas supplementing this one.

Pohl’s ideas about how physics and collision calculations could be done using rays of light fell on deaf ears in a multitude of companies, but for the biggest one. La Intella hired Daniel to work in Applications Research Lab, exploring the feasibility of Ray-Tracing as a replacement for raster graphics and enabling greater interactivity inside a virtual world.