Inventor @ Developing software, hardware and algorithms for a next-generation communication experience between people, places and times. From October 2014 to Present (1 year 1 month) San Francisco and BerlinGeneral Manager / Technical Director, PowerVR Ray Tracing @ From September 2013 to October 2014 (1 year 2 months) San Francisco, CADirector of Ray Tracing IP @ After
Inventor @ Developing software, hardware and algorithms for a next-generation communication experience between people, places and times. From October 2014 to Present (1 year 1 month) San Francisco and BerlinGeneral Manager / Technical Director, PowerVR Ray Tracing @ From September 2013 to October 2014 (1 year 2 months) San Francisco, CADirector of Ray Tracing IP @ After the acquisition of Caustic Graphics, Inc. by Imagination I continued to integrate Caustic Graphics patented low lower/bandwidth ray tracing technology into the PowerVR GPU used within most of the tablet and smartphones in the industry. From December 2010 to October 2014 (3 years 11 months) San FranciscoCTO / Founder @ Founded company to bring cinema quality ray tracing to the mainstream.
Co-invented several patented algorithms to dramatically improve memory bandwidth and SIMD efficiency of multi-core hardware architectures when processing scattered rays for real-time performance in consumer applications. Deployed algorithms in both 90nm ASIC @ 350Mhz and FPGA form. Developed and shipped “OpenRL”, a proposed industry standard, fully programmable graphics API for ray tracing. Built a team of 30 individuals, interviewing many engineers in both software and hardware. From May 2006 to December 2010 (4 years 8 months) San FranciscoMobile 3D Graphics Architect @ Implemented an innovative high performance OpenGL ES tile-based software renderer for the Broadcom VideoCore II DSP – a 150Mhz, 16bit integer, 16 wide SIMD vector processing chip originally designed for video processing. The result was an ultra low power OpenGL ES software stack with fill rates exceeding 80Mpixels/second. This enabled the graphics and mobile gaming on the 5th generation iPod video and the upper level OpenGL stack was used on the iPhone. From 2004 to 2006 (2 years) Cupertino, CASr. 3D Graphics Engineer @ Implemented a fully programmable, OpenGL software renderer for Mac OS X including complete support for GLSL. Developed Apple’s JIT shader compiler that stitched hand written Altivec code segments for real-time rendering performance. Developed OpenGL Shading Language specification and its earlier precursors as a member of the Khronos body, working with individuals at several IHVs. Designed “ShaderBuilder”, a tool to allow real-time shader development and debugging, which shipped with Mac OS X. From 2001 to 2004 (3 years) Cupertino, CASoftware Engineer @ Designed and implemented a mobile vector graphics rendering engine and encoding scheme optimised for PalmOS devices. This enabled vector street maps and 3D engineering wireframes to be viewed in real-time on low cost mobile devices. From 2000 to 2001 (1 year) Mountain View, CAPartner @ Developed “Dreadling”, the worlds first fully texture mapped, multi-level grayscale 3D game optimised for the m68k processor in the Palm Pilot, featured in the New York Times. Developed “Vexed”, a popular puzzle game for PalmOS, now an open-source project on many platforms. From 1999 to 2000 (1 year) Belfast, Northern IrelandProgrammer @ Developed “Kingswood Sheep”, a Windows GUI based pedigree sheep farm management program, written in Borland Delphi with SQL database links. From 1997 to 1998 (1 year) Hillsborough, Northern Ireland