void* at Pixar Animation Studios
San Francisco Bay Area
void* at Pixar Animation Studios
San Francisco Bay Area
CG Tools Generalist.
* Lighting and Rendering Pipelines.
* Fur/Feather Systems.
* Technical Documentation.
* Development of custom Maya and Renderman-related tools.
* Infrastructure for largescale software development environments.
(Public Company; Motion Pictures and Film industry)
April 2009 — Present (8 months)
Optimizing and extending performance-critical libraries and workflows for the studio's next-gen animation toolset.
(Public Company; Motion Pictures and Film industry)
July 2007 — May 2009 (1 year 11 months)
Developing white box / API tests for proprietary next-gen animation package.
(Privately Held; 51-200 employees; Motion Pictures and Film industry)
October 2005 — July 2007 (1 year 10 months)
In-house tools development for CG artists producing VFX and animation for films and commercials.
- Implemented enhancements to fur/feather system, including Maya plugins and MEL for manipulating guide hairs, image and file I/O for artist control over parameters governing the render-time geometry, and Renderman DSO to generate the fur/feather primitives.
- Produced key features for a suite of Qt GUIs and Python libraries used to create, edit, and arrange renderfarm tasks.
- Interim graphics lead, assuming ownership of the render pipeline, including modules for RIB generation (C++, Maya API), introspection (Rif), and archiving (Python, Rif). Consulted with other tech principals to refine infrastructure and define milestones.
- Directed development efforts into next iteration of rendering tools, including an open source solution for shadowmap generation, and a GPU-accelerated preview renderer for interactive relighting and look development.
(Public Company; 10,001 or more employees; INTC; Computer Networking industry)
June 1999 — February 2003 (3 years 9 months)
Developing APIs, test suites, and demos for network processor SDKs, including security applications, device drivers, and benchmarking tools. Emphasis on modular, reusable, extensible, and well-documented code for external customer use.
- Responsible for writing drivers in C managing IP stack throughput and inter-processor communication over PCI.
- Wrote a software guidelines document for customer release, detailing common techniques and tools for writing reusable and easily extendable drivers and applications using the SDK.
- Developed a division-wide process document describing the procedures and milestones required to bring a project from planning to development stages, standardizing the process, and reducing overhead in the planning phases for all future division projects. Created training presentations to expand upon the material in the document, for use in company classes.
B.S. , Visual & Game Programming , 2004 — 2007
B.A. , Applied Math , 1995 — 1999
film history/theory/culture/criticism, graphic design, comic books, world travel, digital rights
ACM SIGGRAPH, EFF