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Daniel Ignatoff Phones & Addresses

  • 451 Hampton Rd, Hayward, CA 94541
  • Oakland, CA
  • 147 Centre St, Mountain View, CA 94041 (650) 967-2742
  • Providence, RI
  • Bronx, NY

Interests

career opportunities, consulting offers,...

Industries

Computer Software

Resumes

Resumes

Daniel Ignatoff Photo 1

Software Engineer At Google

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Location:
San Francisco Bay Area
Industry:
Computer Software
Experience:
Google (Public Company; GOOG; Internet industry): Software Engineer,  (June 2007-Present) Worked on a few teams including internal developer tools, AdWords frontend features, AdWords API, and currently the AdWords ad serving system. Contributed to the GXP compiler and protocol bu...

Publications

Us Patents

Adaptive Physics Engine For Rendering Rigid Body And Or Soft Body Physics For Virtual Objects In Contact With Voxelized Fluid

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US Patent:
20140081612, Mar 20, 2014
Filed:
Sep 17, 2012
Appl. No.:
13/621384
Inventors:
Daniel Jonathan Ignatoff - Hayward CA, US
Semen M. Kozlov - Burlingame CA, US
Kevin Kaichuan He - San Jose CA, US
Tyler Randall Mullen - Menlo Park CA, US
David Baszucki - Portola Valley CA, US
International Classification:
G06G 7/48
US Classification:
703 9
Abstract:
A method for determining forces on a rigid body at least partially immersed in a fluid medium includes steps for (a) dividing the rigid body into a number of cells; (b) calculating buoyancy force on each rigid body cell separately, taking into account properties of the fluid medium, situation as to submersion of each cell, and position of each cell in the rigid body; and (c) integrating the separate buoyancy forces to determine the net force vector and any torque on the rigid body.

Method For Manipulating Three-Dimensional Voxel Data For On-Screen Visual

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US Patent:
20130249914, Sep 26, 2013
Filed:
Mar 23, 2012
Appl. No.:
13/428321
Inventors:
Daniel Jonathan Ignatoff - Hayward CA, US
International Classification:
G06T 17/00
US Classification:
345424
Abstract:
A method for modifying an onscreen rendering of three-dimensional data stored in a voxel cell of a voxel grid to produce an altered visual effect for the cell comprising the steps (a) for each vertex of the voxel cell, determining the data density ratio in neighboring voxel cells, or determining the material type of the voxel cell and or neighboring voxel cells, (b) for each vertex in the voxel cell, and based on the results of (a), determining to change the spatial position of the vertex, and (c) for each vertex in the voxel cell, and based on the decision in (b), generating three vertex location offset coordinates defining a new vertex location.
Daniel J Ignatoff from Hayward, CA, age ~39 Get Report