Writing and wrangling software for more than 25 years, I specialize in real-time GPU-accelerated systems and tools on desktop and mobile platforms. From kernel mode drivers to Android layouts, real-time stereoscopic overlays, and web-based 3D rendering, I love making apps, code, and graphics fast, clear, inspiring, efficient, and elegant under the hood. I also have a thing
Writing and wrangling software for more than 25 years, I specialize in real-time GPU-accelerated systems and tools on desktop and mobile platforms. From kernel mode drivers to Android layouts, real-time stereoscopic overlays, and web-based 3D rendering, I love making apps, code, and graphics fast, clear, inspiring, efficient, and elegant under the hood. I also have a thing for adjectives.
I've had an amazing time working with and learning from teams at NVIDIA, Microsoft, Lucasfilm ILM, Atheer (an AR glasses startup), the Getty Museum, high energy physics labs (LLNL and Stanford), and collaborations for all sorts of side projects from hardware to music performance, the arts, teaching, and building flying things.
Life and technology is moving faster every day, illuminating the past as much as what's to come.
Software Engineer @ Seriforge is automating carbon fiber fabrication. We are creating machines and software that automate carbon fiber manufacturing using our proprietary 3D weaving process that builds complex parts directly from digital models. The result is advanced products that are stronger, easier to produce, and scalable to mass production. From August 2015 to Present (3 months) San FranciscoFounder @ We unearth, preserve, and showcase the design of historic microprocessors by producing interactive online simulations and visualizations of exactly what the chips are doing at each tick of their clocks. Want to see all the bits and pieces of the Apple ][ and Commodore C64 CPUs as they run code? Check this out: http://visual6502.org/JSSim/index.html
Along with the interactive simulations, we've shot very high resolution images of the innards of many classic computer chips. All are available for free online. At best, each pixel is just under 400 nm x 400 nm.
Check out our SIGGRAPH talk and the feature in Archaeology Magazine.
http://www.wired.com/2009/03/racing-the-beam From August 2009 to Present (6 years 3 months) Lead Software Engineer @ World's first untethered stereoscopic 3D augmented reality glasses.
Android native and Java code for gesture detection from time-of-flight depth image data. System services and hardware accelerated OpenGL overlay for UI, feedback, and control. Profiling and optimization throughout the Android stack. Rapid prototyping, design, fabrication of metal and plastic fixtures, enclosures, calibration rigs. From May 2013 to August 2015 (2 years 4 months) Mountain View, CAR&D Software Engineer @ Zviz: ILM's real-time 2D+3D tool for story, previz, and rough layout. Used in film, tv, and game production: "The Clone Wars" animated series, "Rango" (2012 Best Animated Feature), "Redtails", "Pacific Rim"
I worked on the core scene graph, interactive animated constraints with automatic compensation, rapid scene loading and switching, pipeilne optimization, 3D rendering, real-time clouds and volume effects, timeline editing, and many other things. Linux, OpenGL, and GPU development. From April 2008 to April 2013 (5 years 1 month) San FranciscoSoftware Engineer @ * Developer Technology Group. Invented rendering techniques and SDK samples for http://developer.nvidia.com. Worked directly with 3rd party app developers. Developed real-time and GPGPU (www.gpgpu.org) techniques.
* DX10 Driver team: Part of a small team that developed NVIDIA's first DX10 driver on Windows Vista for the brand new, very different G80 GPU and later hardware. Lots of WHQL validation, a bit of hardware emulation, and hardware bring-up when the very first G80s came back from the fab. From December 1999 to March 2008 (8 years 4 months) Software Engineer @ A small group of former Blizzard game designers, artists, and developers building a massive adventure game in the first Unreal engine. I upgraded the engine to handle large outdoor terrains, smooth shading, and helped build the level and terrain editor. I don't miss the combo of Matrox and 3Dfx cards in my dev machine =/ From December 1998 to November 1999 (1 year) Research Assistant @ Stanford SCA/FEL lab (Superconducting Accelerator / Free-Electron Laser). I helped maintain, run, and enhance a megawatt laser and the recirculating superfluid helium system that made it possible. From June 1995 to November 1998 (3 years 6 months) Internship @ Training materials for software and technical fields From June 1994 to August 1994 (3 months) Double-reed coach @ Best summer job ever. From July 1988 to August 1992 (4 years 2 months)
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