NVIDIA, ACM SIGGRAPH 2018
NVIDIA, CES 2019
Project SOL is a real-time ray tracing demonstration powered by NVIDIA RTX and running on a single Turing GPU. Real-time ray tracing, the holy grail of graphics, is now possible.
“The Speed of Light” Porsche 911 Speedster Concept
NVIDIA, ACM SIGGRAPH 2018
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.
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
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.
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
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
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 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.
Gears of War 2: The Last Day
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.