Welcome to the AGI 3D Graphics Team blog. Our blog primarily concerns Point Break, the future 3D visualization component for AGI's product suite. The name is inspired by the movie of the same name that entered the Western canon in 1991, and the name will likely suffer the same fate as FBI agent Angelo Pappas before going into production.

Point Break is AGI's 3D engine in component form ready to integrate into your application. Point Break can use either STK's astrodynamic libraries or AGI's C# based Dynamic Geometry Library (DGL) for astrodynamic calculations. Therefore, Point Break works with both 4DX and DGL based applications.

In this blog, we'll discuss our design decisions, our experiences implementing papers and algorithms, and major Point Break components and best practices. From time to time we'll make proposals and solicit feedback.

The Team

Hi, I’m Patrick Cozzi. I joined AGI in January 2004 after graduating from Penn State with a B.S. in Computer Science. Most of my time is spent developing the Point Beak renderer and primitives. My interests include software architectures for real-time graphics engines, spatial data structures and culling algorithms, and GPU programming and architecture. I am nearly finished with my M.S.E. in Computer and Information Science at the University of Pennsylvania. Visit my academic or rock climbing website. cozzi.jpg
Fili Hi, my name is Tom Fili. I started working at AGI in June of 2004. I have B.S. in Computer Science from Drexel University. My current work at AGI mostly consists of working on Point Break inlays and camera, as well as playing on the AGI softball team. Previously I worked on adding GIS functionality to our desktop product, STK. I'm currently attending the University of Pennsylvania for my MSE in Computer Graphics and Game Technology.
I was born in the mouth of a monkey and have lived there ever since. Given the limited job opportunities presented to a man living inside the mouth of a monkey, I became a 3D graphics programmer. Deron
Deron Ohlarik