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Imagination Blog | Andrew Garrard

Andrew began doing graphics on a ZX Spectrum closer to the invention of the modern computer than it is now, and he found work in the 1990s working on ray tracing hardware before it was commercially viable. He moved on to 3DLabs (working both in DirectX and embedded graphics), then came to Imagination by way of Samsung, representing both in the Khronos standards group. He now works on the Vulkan graphics specification and DE&I, including editing the Khronos Data Format Specification, and is on the HPG conference committee (running their web site and hand-painting conference giveaways); he still follows ray tracing. Most importantly, he's in the top ten in the world at tiddlywinks, demonstrating the value of persistence over talent.



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Imagination Blog | Andrew Garrard

https://blog.imaginationtech.com/author/andrew-garrard/page/1

Andrew began doing graphics on a ZX Spectrum closer to the invention of the modern computer than it is now, and he found work in the 1990s working on ray tracing hardware before it was commercially viable. He moved on to 3DLabs (working both in DirectX and embedded graphics), then came to Imagination by way of Samsung, representing both in the Khronos standards group. He now works on the Vulkan graphics specification and DE&I, including editing the Khronos Data Format Specification, and is on the HPG conference committee (running their web site and hand-painting conference giveaways); he still follows ray tracing. Most importantly, he's in the top ten in the world at tiddlywinks, demonstrating the value of persistence over talent.



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https://blog.imaginationtech.com/author/andrew-garrard/page/1

Imagination Blog | Andrew Garrard

Andrew began doing graphics on a ZX Spectrum closer to the invention of the modern computer than it is now, and he found work in the 1990s working on ray tracing hardware before it was commercially viable. He moved on to 3DLabs (working both in DirectX and embedded graphics), then came to Imagination by way of Samsung, representing both in the Khronos standards group. He now works on the Vulkan graphics specification and DE&I, including editing the Khronos Data Format Specification, and is on the HPG conference committee (running their web site and hand-painting conference giveaways); he still follows ray tracing. Most importantly, he's in the top ten in the world at tiddlywinks, demonstrating the value of persistence over talent.

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      Andrew began doing graphics on a ZX Spectrum closer to the invention of the modern computer than it is now, and he found work in the 1990s working on ray tracing hardware before it was commercially viable. He moved on to 3DLabs (working both in DirectX and embedded graphics), then came to Imagination by way of Samsung, representing both in the Khronos standards group. He now works on the Vulkan graphics specification and DE&I, including editing the Khronos Data Format Specification, and is on the HPG conference committee (running their web site and hand-painting conference giveaways); he still follows ray tracing. Most importantly, he's in the top ten in the world at tiddlywinks, demonstrating the value of persistence over talent.
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      Andrew began doing graphics on a ZX Spectrum closer to the invention of the modern computer than it is now, and he found work in the 1990s working on ray tracing hardware before it was commercially viable. He moved on to 3DLabs (working both in DirectX and embedded graphics), then came to Imagination by way of Samsung, representing both in the Khronos standards group. He now works on the Vulkan graphics specification and DE&I, including editing the Khronos Data Format Specification, and is on the HPG conference committee (running their web site and hand-painting conference giveaways); he still follows ray tracing. Most importantly, he's in the top ten in the world at tiddlywinks, demonstrating the value of persistence over talent.
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      Andrew began doing graphics on a ZX Spectrum closer to the invention of the modern computer than it is now, and he found work in the 1990s working on ray tracing hardware before it was commercially viable. He moved on to 3DLabs (working both in DirectX and embedded graphics), then came to Imagination by way of Samsung, representing both in the Khronos standards group. He now works on the Vulkan graphics specification and DE&I, including editing the Khronos Data Format Specification, and is on the HPG conference committee (running their web site and hand-painting conference giveaways); he still follows ray tracing. Most importantly, he's in the top ten in the world at tiddlywinks, demonstrating the value of persistence over talent.
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