Publications

Adaptive Temporal Antialiasing High-Performance Graphics, 2018.

Preprint PDF Slides Video

View-Warped Multi-View Soft Shadows for Local Area Lights Journal of Computer Graphics Techniques, 2018.

PDF Code Video JCGT Page

Real-Time GPU Accelerated Multi-View Point-Based Rendering North Carolina State University Dissertations, 2017.

PDF Slides

Projects

Unreal Engine 4 Star Wars “Reflections”

NVIDIA, Game Developers Conference 2018

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



NVIDIA RTX & GPU Ray Tracing

NVIDIA, 2014 - present

In my current role at NVIDIA, I have contributed in several capacities towards RTX and the evolution GPU ray tracing. At the 2018 Game Developer’s Conference, we revealed a new direction for the future of computer graphics built on RTX and DirectX Raytracing.

Learn more about our work at the links below:
Introduction to NVIDIA RTX and DirectX Raytracing
Making Real-Time Ray Tracing a Reality for Games



Call of Duty: Ghosts

Activision, 2013

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 use of dynamically tessellated subdivision surfaces and multi-generation multi-platform release.

See more at: https://www.callofduty.com/ghosts



Spitfire Rendering Engine v3

North Carolina State University, 2011 - 2016

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 engine.



Halo Wars

AKQA, 2009

Halo Wars

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.


Gears of War 2: The Last Day

AKQA, 2008

Gears of War 2

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.