I am a rendering researcher at Weta Digital where I work on algorithms that relate geometry and physics, which make computers better at creating images and processing shapes.
Things I should be good at
I work on rendering-related topics including Ray Tracing, GPUs, and Globall Illumination. I also have experience in Symmetry Detection, Inverse Procedural Modeling, Shape Understanding, Deep Learning, and 3D Printing.
In the past, I did some teaching on Computer Graphics, Realistic Image Synthesis and Parallel Programming on GPUs.
...and projects I worked on.
This demo can load and display .obj key frame animations with direct illumination (Phong) from a single area light (4 samples per point).
Ogre model courtesy of William "Proton" Vaughan.
Path Tracing Demo
This demo can load and display static .obj scene with a path tracer. It handles Phong BRDF for diffuse and glossy surfaces, and translucent surfaces that do not intersect each other (has Beer's law).
Parallel and Lazy Construction of Grids for Ray Tracing on Graphics Hardware
Master thesis. Includes several grid construction algorithms for uniform and two-level grids implemented in CUDA.