Here you'll find a collection of projects I've worked on over the years at various companies in various roles. I am fortunate to have worked with incredible technical and creative people over the years, all of whom were critical in collectively achieving the final results shown in the images and videos below. Make no mistake, these projects required a huge team effort and often collaboration between several companies.
Project SOL is a trilogy of real-time ray tracing demonstrations powered by NVIDIA RTX and running on a single Turing GPU. Real-time ray tracing, the holy grail of graphics, is now possible.
Partnering with Epic Games and Porsche, we combined RTX and DirectX Raytracing in Unreal Engine 4 and created this beautiful demo featuring real-time ray traced reflections, ambient occlusion, area light shadows, transparency, and global illumination all running in real time on two Turing GPUs.
Partnering with Epic Games and ILMxLab, we set out combine RTX and DirectX Raytracing with Unreal Engine 4. We created a demo that achieved, for the first time, truly cinematic lighting _in real-time_ running on a DXG Station with 4 NVIDIA Volta GPUs.
Learn more about it here:
Cinematic Lighting in Unreal Engine 4
At the 2018 Game Developer's Conference, we revealed a new direction for the future of computer graphics: real-time ray tracing, built on RTX and DirectX Raytracing.
During the summer of 2013, I interned at Activision Core Technology East and worked on Call of Duty. I was fortunate to learn from several game development jedis, while contributing to bug fixes and graphics code. Today, Ghosts is still a unique title in the Call of Duty catalog due to its multi-generation multi-platform release and use of dynamic hardware tessellated subdivision surfaces.
See more at: https://www.callofduty.com/ghosts
The right of passage of every graphics programmer: building your own renderer from scratch. Spitfire is the engine I built during graduate school to support my research and coursework. As part of the learning exercise, I implemented classic computer graphics algorithms and created videos of them running in real time.
Microsite and Advertising Campaign for the launch of the Xbox 360 title Halo Wars. Created in the hayday of Adobe Flash, this project's unique component used the software rasterizer Papervision3D to render interactive points of interest that rotate in sync with a high quality offline rendered video of the fictional planet of Harvest.
Microsite, Alternate Reality Game, and Advertising Campaign for the launch of Xbox 360 title Gears of War 2. Created in the hayday of Adobe Flash, this project used an near complete build of the game to render in-engine video of environments and content for the site.