I have always been fascinated by GPUs, graphics, and deep learning. Over the years I've worked on shader compilers, surgery simulators, OpenGL drivers, shading & lighting tools, performance & debugging tools, rendering libraries, and graphics-intensive web applications. Recently I've been doing quite a bit of self-study in the field of deep learning.
My hobbies include windsurfing and indie game development. In the late 90's I made a platformer called Noop's Odyssey and occasionally still get fan mail about it. More recently I created the puzzle game Blockdown, available on Steam.
APIs
- WebGL, WebGPU, Vulkan
- ThreeJS, Filament
- Keras, PyTorch, TensorFlow
Languages
- Rust, C++
- Python, Go
- JavaScript, TypeScript
Mappable 2014 - 2016
Designed and implemented a highly specialized C++ graphics engine for WebGL and iOS.
Pixar Animation Studios 2011 — 2014
Maintained tools and pipeline for shading artists. Developed GPU-accelerated lighting tools. Credited in Brave and Monsters University.
NVIDIA Corporation 2005 — 2010
Initial design and implementation of a DirectX 10 debugger. Designed and implemented PerfHUD ES from scratch, a cross-platform development tool for OpenGL ES.
3Dlabs 2000 — 2005
Developed the industry's first GLSL vertex shader compiler. Authored various graphics-related tools and demos. Maintained the VLIW microcode for a vertex processing unit.
WebGL Insights 2015
OpenGL Insights 2012
GPU Pro 2 2011
Authored various chapters in these books.
iPhone 3D Programming 2010
Wrote the first book about graphics development for mobile devices.