OpenGL expert and software engineering manager with experience leading geographically diverse teams to deliver high-quality, high-performance 3D graphics software.
Implementing new API features, supporting new hardware generations, optimizing performance, and improving correctness and stability.
People and project management focusing on leading from the front, attentive issue tracking, regular re-prioritization, and timely communication.
Collaborating with partners and competitors alike, leading new API development, and pushing employer's agenda while working to achieve consensus.
Leading team of engineers working on GPU performance and benchmarks. Presented performance tuning tools at WWDC. Responsible for OpenGL ES conformance of iPhone, iPad, and iPod touch. Representing Apple in Khronos standards body and elected specification editor for OpenGL ES 3.0, published at SIGGRAPH 2012.
Led team of OpenGL ES and Direct3D Mobile driver developers spread across 10 time zones. Represented AMD on Khronos OpenGL ES workgroup. Co-authored 3rd and 4th editions of OpenGL SuperBible. Creator and editor of OpenGL Pipeline quarterly newsletter. Represented ATI on OpenGL ARB. Chaired fragment shader and ecosystem workgroups. Led team of driver developers re-architecting OpenGL driver.
Created content-based image search engine, where you could search based on what an image looks like rather than just keywords. Designed web site, Java painting GUI, and web spider. Filed four provisional patents.
Contributed to PowerStorm 3x0 graphics drivers for Tru64 UNIX while also serving as project manager. Responsible for release engineering, beta driver distribution, and field test coordination. Provided personal on-site consulting to key defense and scientific customers worldwide. Led team responsible for benchmark optimizations.