Philip Nemec

Experience 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
Education B.S. in Math/Computer Science from Carnegie Mellon University, Pittsburgh, PA (1991-1995)

  • Computer Graphics - including Physically Based Modeling
  • Computer Vision
  • Operating Systems, Real Time
Skills Proficient in C/C++, Perl, OpenGL®, shell scripting - Windows XP, Linux
Rusty in OpenGL PerformerTM, Irix
Familiar with Python, Java, JavaScript, CUDA