Shading Technology Supervisor
LAIKA
US
https://www.shading.icu
https://www.linkedin.com/in/mitch-prater-59a005b1
LAIKA
US
https://www.shading.icu
https://www.linkedin.com/in/mitch-prater-59a005b1
Mitch Prater
My interest in graphics began when I set out to build my own "Pong" game based on an article in Popular Electronics magazine. I graduated from hardware to software implementations using Fortran IV programmed on punch cards with a line-printer for output. Through the 1980s and 1990s I progressed through CRT terminals, dedicated graphics hardware, integrated GPU chips, graphics libraries, and finally into rendering systems with dedicated shading languages when I started working at Pixar in 1988 on the Image Computer and was introduced to RenderMan. From there I wrote shaders and created new shading and lighting techniques for use in Pixar's commercials, short films, and all the features from Toy Story to Cars; and then again from ParaNorman onward at LAIKA. Throughout it all I've developed new shading and lighting techniques, shader code libraries, and production shaders for feature films, real-time games, and animated shorts.