He received dual B.S. degrees in Computer Science and Electrical Engineering from MIT, 1990; and an M.S. and Ph.D. in Computer Science from UC Berkeley in 1995 and 2000, respectively. He joined the CS faculty at UC Berkeley in the Fall of 2000, won the departmental Diane S. McEntyre Award for Excellence in Teaching in 2002, the departmental Information Technology Faculty Award for Excellence in Undergraduate Teaching in 2004 and was chosen as a UC Berkeley "Unsung Hero" in 2005. He has taught (or co-taught as a GSI, where he won both departmental and campus outstanding GSI awards) courses in teaching techniques, computer graphics, virtual reality, computer animation, self-paced programming as well as the lower-division introductory CS curriculum. He is active in SIGCSE, is a member of the ACM Education Board, and is the faculty co-advisor for BFOIT, a wonderful Berkeley outreach effort.
He is currently mentoring over seventy undergraduates, spread across four groups that he founded in 2001, centered around his research and development interests in computer graphics, Macintosh OS X programming, combinatorial game theory and computer science education.
- D. Garcia, "One size fits all?! One size fits none! A custom computer science education proposal (Foundational White Paper)," in Proc. NSF Integrative Computing Education & Research Western Region (ICER 2006), 2006, pp. 2 pg.
- D. Ginat, R. Anderson, D. Garcia, and R. Rasala, "Randomness and probability in the early CS courses," in Proc. of the 36th SIGCSE Technical Symposium on Computer Science Education (SIGCSE '05), New York, NY: The Association for Computing Machinery, Inc., 2005, pp. 556-557.
- G. Ginat, O. Astrachan, D. Garcia, and M. Guzdial, ""But it looks right!": The bugs students don't see," in Proc. of the 35th SIGCSE Technical Symp. on Computer Science Education, New York, NY: ACM Press, 2004, pp. 284-285.
- A. Begel, D. Garcia, and S. A. Wolfman, "Kinesthetic learning in the classroom," in Proc. of the 35th SIGCSE Technical Symp. on Computer Science Education (SIGCSE '04), New York, NY: The Association for Computing Machinery, Inc., 2004, pp. 183-184.
- D. Garcia, D. Ginat, and P. Henderson, "Everything you always wanted to know about game theory (But were afraid to ask)," in Proc. of the 34th SIGCSE Technical Symp. on Computer Science Education (SIGCSE '03), New York, NY: The Association for Computing Machinery, Inc., 2003, pp. 96-97.
- B. A. Barsky, A. W. Bargteil, D. Garcia, and S. A. Klein, "Introducing vision-realistic rendering," in Rendering Techniques 2002: Proc. 13th Eurographics Rendering Workshop, P. Debevec and S. Gibson, Eds., Aire-la-Ville, Switzerland: Eurographics Association, 2002, pp. 1-7.
- N. Parlante, D. Reed, D. Garcia, J. K. Estell, D. Levine, and J. Zelenski, "Nifty assignments," in Proc. 33rd SIGCSE Technical Symposium on Computer Science Education (SIGCSE '02), New York, NY: The Association for Computing Machinery, Inc., 2002, pp. 319-320.
- D. Ginat, D. Garcia, O. Astrachan, and J. Bergin, "Colorful illustrations of algorithmic design techniques and problem solving," in Proc. of the 32nd SIGCSE Technical Symp. on Computer Science Education, New York, NY: ACM Press, 2001, pp. 425-426.
- S. A. Klein and D. Garcia, "Line of sight and alternative representations of aberrations of the eye," J. Refractive Surgery, vol. 16, pp. S630-S635, Sep. 2000.
- B. A. Barsky, B. P. Chen, A. C. Berg, M. Moutet, D. Garcia, and S. A. Klein, "Incorporating camera models, ocular models, and actual patient eye data for photo-realistic and vision-realistic rendering," in Proc. 5th Intl. Conf. on Mathematical Methods for Curves and Surfaces, Abstract, 2000.
- S. A. Klein, D. Garcia, and B. A. Barsky, "Problems with representing wavefront aberrations, and solutions," Investigative Ophthalmology & Visual Science, vol. 41, no. 4, pp. S105, March 2000.
- B. A. Barsky, S. A. Klein, and D. Garcia, "Gaussian power with cylinder vector field representation for corneal topography maps," Optometry and Vision Science, vol. 74, no. 11, pp. 917-925, Nov. 1997.
- D. Garcia, "GAMESMAN: A Finite, Two-Person, Perfect-Information Game Generator," University of California, Berkeley, May 1995.