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

  • OpenGL, WebGL, Vulkan
  • ThreeJS, Filament
  • Keras, TensorFlow

Languages

  • Rust, C++
  • Python, Go
  • JavaScript, TypeScript

Arcol 2022 - present

Chief Technology Officer
Building a collaborative web-based CAD application for designing buildings. Pushing on technologies like WebAssembly, WebGL / WebGPU, and Rust.

Google 2016 - 2022

Senior Software Engineer
Designed, implemented, and maintained the Vulkan and WebGL backends for Filament, Google's physically based rendering engine, written in C++. I also worked on Daydream VR technology in my first few years at Google.

Pixar Animation Studios 2011 — 2014

Research and Development Engineer

Maintained tools and pipeline for shading artists. Developed GPU-accelerated lighting tools. Credited in Brave and Monsters University.

NVIDIA Corporation 2005 — 2010

Senior Tools Engineer

Designed and implemented PerfHUD ES, a cross-platform development tool for OpenGL ES.

WebGL Insights 2015

OpenGL Insights 2012

GPU Pro 2 2011

Published by CRC Press

Authored various chapters in these books.

iPhone 3D Programming 2010

Published by O'Reilly Media

I wrote iPhone 3D Programming, which I believe is the first book ever written about 3D graphics for mobile devices.

Mississippi State University

Computer Science
Bachelor of Science, Summa Cum Laude.