Experience
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Rendering Software at NVIDIA
(2004-present)
Developer of Gelato (NVIDIA's
GPU-accelerated final frame renderer)
- currently working on aggressive use of the GPU for the next
generation of Gelato
(code-named Mocha)
- focused on achieving scaling across multiple CPUs and multiple
GPUs
- worked with and supported film studios and film schools around the world
- designed support infrastructure including forums for the
enthusiasts using the free version of Gelato
- setup and [remotely] administered small render farm for in-house
shorts and customer scene testing
- cross platform porting and debugging (Windows 32- and 64-bit and
various Linux distros)
- setup and maintained build/test machines, license generator,
etc. with web front ends
- assisted with development of Sorbetto relighting technology -
patents pending
- assisted with design and development of [unreleased] Gelato plugin
for Sketchup
- developed scripts for a range of tasks from code reviews to
testsuite gilding
- side project - added Gelato support of gigapixel imagery
(like GigaPan
and xRez)
Performance & Quality at NVIDIA
(2001-2004)
Developer and user of quality analysis and performance testing tools.
- extended and authored tools for quality evaluation
- reported results of competitive analysis
(cheat catching)
- produced and designed tools for automated performance testing
- designed and tested database for performance results
Tool development at Keyhole
Inc. (now Google Earth)
(contract 2001)
Developer of cross-platform (Irix/Linux) multi-threaded terrain
processing tools.
- designed and developed toolset for processing large scale (planetary)
terrain utilizing multiple MP (multi-processor) systems
- developed image file format support for SGI's IFL (Image Format Library) and
GDAL (Geospatial Data Abstraction Library)
Research & Development
at Aechelon Technology Inc.
(1999-2001)
Developer of cross-platform (Irix/Linux) visual simulation
applications and tools.
- scaled and ported C-GalaxyTM to
Linux - half a million stars and galaxies paged from disk, added
advanced motion model
- developed cultural feature
PlanterTM for
C-NovaTM flight simulator software
- produced ConfiguratorTM software
to facilitate configuration management and integration testing for
C-NovaTM flight simulation software
Applied Engineering at Silicon
Graphics Inc. (SGI) (1995-1999) Developer, demonstrator and
educator of aggressive uses of high end SGI hardware.
- interacted with hardware and software teams for future design,
product demonstration, and feature testing
- demonstrated features like texture paging, clipmapping (large
paged texture), interactive advanced rendering
- authored software
for ClearCoatTM/ClearCoat360TM
- patent granted, SIGGRAPH '99 paper:
Reflection Space Image Based Rendering
- designed and implemented demo and training distribution framework
(CD, intranet, extranet)
Networked Virtual Reality project
at Carnegie Mellon University
(1992-1995)
Technical coordinator and head programmer
- programmed behavior, display, and networking for virtual environments
- presented and setup demonstrations at various conferences
- performed networking/system integration and administration
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Skills
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Proficient in C/C++, Perl, OpenGL®, shell scripting -
Windows XP, Linux
Rusty in OpenGL PerformerTM, Irix
Familiar with Python, Java, JavaScript, CUDA
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