Designer of software tools and applications, primarily related to graphics and animation. I have also done research on using procedural models to simulate complex natural phenomenon. These models can aid scientific understanding. They also allow us to recreate and control the phenomenon for use in animation, games and the arts.
Specialties:Software design, procedural modeling, multi-agent systems, collective behavior, steering behaviors, flock and crowd models, texture synthesis, evolutionary computation, machine learning, animation and game production.
Senior Software Engineer @ Computer Vision Team, projects include: mobile capture, point cloud processing, and surfel rendering. From March 2015 to Present (8 months) Mountain View, CASoftware Engineer @ Projects including client and server side web applications (in Clojure) and some image processing work (using OpenCV). In a group using data science to support e-commerce. From June 2014 to March 2015 (10 months) San Mateo, CAResearch Game Developer @ Working on the Immerse project at the Center for Games and Playable Media. Developing procedural facial animation and pathfinding for autonomous characters in a “serious game.” From August 2013 to June 2014 (11 months) Santa Cruz, CaliforniaSenior Researcher @ Senior Researcher at US R&D group of Sony Computer Entertainment. Conducted long term research in game technology and worked on teams to make pre-release demos on new game consoles (PS2 and PS3). Created the first interactive flock simulation (Pigeons in the Park), an open source library for autonomous characters (OpenSteer), set a new performance record for crowd/flock simulation (PSCrowd, multi-core PS3 implementation), and created techniques for goal-oriented texture synthesis. Led academic liaison: funding, collaboration, internships. From 1998 to 2012 (14 years) Software Developer @ Member of Long Term Software Development staff, in the Feature Animation division of DreamWorks SKG. Developed behavioral animation tools for crowd scenes, wrote steering behavior libraries, made test animations of human crowds and horse herds. From 1997 to 1998 (1 year) MTS (game authoring tools) @ Member of FireWalker team. Developed tools for authoring improvisational behavior in multimedia. From 1994 to 1996 (2 years) MTS (game AI programmer) @ Designed and implemented real-time reactive behavioral models for use in video games. Created behaviors used in John Madden Football for 3DO, and for an unreleased hockey game. From 1992 to 1994 (2 years) Principal MTS @ Founding member of Symbolics Graphics Division (SGD). Design, implement, and maintain a 2d paint system (S-Paint). Design, implement, and maintain an interactive 3d animation scripting system (S-Dynamics). Conduct program in advanced graphics research: produced a behavior model of bird flocking and a geometrical model of surfaces in nonlinear flow. From 1982 to 1991 (9 years) Scene Programmer @ Member of the Motion Picture Project / Digital Scene Simulation group. Lead animator (technical director) on computer animated scenes for TV commercials and feature film special effects. Developed graphics and animation tools. Animated scenes for feature films including TRON. From 1979 to 1982 (3 years)
MS, Computer Science @ Massachusetts Institute of Technology From 1976 to 1978 BS, Computer Science @ Massachusetts Institute of Technology From 1971 to 1975 Craig Reynolds is skilled in: Computer Animation, Computer Graphics, Simulations, Evolutionary Computation, Algorithms, Artificial Intelligence, Artificial Life, Image Processing, Crowd Simulation, Machine Learning, Computer Vision, OpenCV, Optimization, Multi-agent Systems, Modeling, Research, GPU, Texture Synthesis, C++, Procedural Modeling, OpenGL ES, Lisp, Clojure, Open Source, Git, Distributed Systems, Animation, Java, PS3, Matlab, Parallel Computing, Algorithm Design, Scalability, JavaScript, Parallel Programming, Neural Networks, Software Design, Multithreading, C, C#, Unity3D, Pattern Recognition, OpenGL, Facial Animation, Object Oriented Design, Signal Processing, Video Games, Software Engineering, Game Development, Software Development
Websites:
http://www.red3d.com/cwr/,
http://www.red3d.com/cwr/resumeshort.pdf,
http://www.red3d.com/cwr/iec