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Ashton Mason has been a software engineer at Electronic Arts in Guildford for fifteen years, where he gravitated quickly toward solving geometric problems. For over ten years he has been the owner and principal author of a sophisticated mesh processing library which now serves as the basis for mesh processing within Frostbite. In the course of this work he has led several challenging projects in procedural geometry processing, developing technologies for quad-based mesh simplification, robust mesh-based Booleans (CSG), fracturing, convex decomposition, occluder generation and tetrahedralization. He owns and develops an EA internal Maya plugin in which these tools are developed. He has published academic papers in level of detail control and holds two granted US patents. A resident of London, but born in South Africa, he has a PhD in computer science from the University of Cape Town.