AMD · Orlando
West Palm Beach
I specialize in Ray Tracing Denoising, Cross-Platform Rendering, and Tools/Plugin Architecture. I have a deep passion for computer graphics, be it research in ray tracing and real time rendering, designing libraries and tools to help solve problems for engineers and technical artists, or teaching with highly visual video lectures on YouTube and notes on my blog. Let's talk!
November 2021 to Present · 2 years
Orlando, Florida, United States (Remote)
I'm currently working in AMD's DirectX Orlando driver team remotely, improving the performance of individual game titles.
June 2017 to November 2021 · 4 years 6 months
Ames, Iowa, United States (Remote)
Worked on Marmoset Toolbag 4 and 3 remotely, a C++ 3D real-time ray tracing rendering, animation, and baking suite, providing artists a powerful and efficient workflow for all stages of production.
In no particular order:
Game Engine Architecture by Jason Gregory
Physically Based Rendering by Matt Pharr
Real Time Rendering by Tomas Akenine-Möller et al.
The Graphics Codex by Morgan McGuire
Ray Tracing Gems 2 by Adam Marrs, Peter Shirley, Ingo Wald
Ray Tracing Gems by Eric Hanes, Tomas Akenine-Möller et al.
Geometric Tools for Computer Graphics by Philip J. Schneider, David H. Eberly.
Ray Tracing in One Weekend by Peter Shirley
The Rust Programming Language by Steve Klabnik et al.
Fundamentals of Computer Graphics 5th Edition by Steve Marschner and Peter Shirley
Deep Learning by Ian Goodfellow et al.
The GPU Gems Series with many authors.
Thanks for Reading!