My blog, where I post my original research, and any interesting techniques I come across. My aim is to help others learn these interesting and useful things as well by providing them with explanations based on first principles (minimal pre-required knowledge) and working, simple source code. I also find that by writing up and teaching these ideas and techniques, that I learn them more thoroughly in the process.
A PBR implementation in webgl that has tweakable parameters and debug views to help understand what PBR is all about and how it works.
I have a real time ray tracing game engine that I've been working on that I've used to release a game on google Native Client with. The engine is all software rendered (CPUs only), it's multithreaded, and takes advantage of some high speed raytracing techniques I came up with to help achieve real time rendering without GPU acceleration. Click the link below to check it out (requires google chrome browser version 16 or higher).
Play MoriRT Snake
Curves, Surfaces, Interpolation, etc.
2d Quadratic Rational
2d Cubic Rational
2d Trigonometric Rational
1d Quadratic Rational
1d Cubic Rational
1d Trigonometric Rational
1d Lagrange Interpolation
2d Lagrange Interpolation
1d Cubic Hermite Interpolation
2d Cubic Hermite Interpolation
Surfaces and Volumes
Analytical Surfaces Evaluated by the GPU Texture Sampler
Analytical Volumes Evaluated by the GPU Texture Sampler
Least Squares Curve Fitting
Least Squares Surface Fitting
Bias and Gain
Bias and Gain
Neural Network Visualization
Interactive Neural Nets
Recognize handwritten digits with 95% accuracy
A versatile music and sound effect generation / manipulation tool.
Music I've created and/or played - using real instruments, professional software, and software I wrote.
I'm a graphics programmer at Blizzard, working on Starcraft 2 and Heroes of the Storm.
I'm self taught, starting out as a hobbyist, now with over 15 years of professional experience (starting July 1, 2001). I started making games back in the 486 days, before hardware accelerated graphics, using mode 13h and others for 2d and 3d graphics in 16 and 32 bit mode. I've worked at large and small companies, shipping a variety of games on a variety of consoles and PC hardware.
I'm a deep generalist, with specialties including:
My other interests include hiking, making music, and martial arts (:
- Real Time Rendering
- Unorthodox Graphics - ray marching, path tracing, signed distance fields, real time ray tracing and more
- Audio Programming
- Skeletal Animation Programming
- Engine Generalist
- Gameplay Generalist
- Original Research
- Online Engineering (web services, databases, etc)
- Leadership when required
Here is my Resume.