I've worked on shader compilers, surgery simulators, video drivers, raytracers, shading tools, lighting tools, DirectX debuggers, OpenGL ES debuggers, and graphics-intensive web applications.
As a hobby, I've also done some indie game development. In the late 90's I made a platformer called Noop's Odyssey. More recently I created the puzzle game Blockdown.
Graphics APIs
- OpenGL, WebGL, WebGPU
- Vulkan
- ThreeJS, Filament
Languages
- Rust, C++
- JavaScript, TypeScript
- Python, Go
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
Contributing author.
iPhone 3D Programming 2010
Sole author.