Projects

Here you'll find a collection of projects I've worked on at various companies, in various roles, over the years. 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.

Troll: A Real-Time Saga

NVIDIA, Game Developers Conference 2019


Project SOL

NVIDIA, Game Developers Conference 2019, CES 2019, ACM SIGGRAPH 2018

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.


“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.


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

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 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.


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.