Interactive light-field rendering.
Proved ray tracing scaled better than rasterization before dedicated ray-tracing hardware existed, enabling interactive rendering instead of minutes per frame.
Technical Fellow & Engineering Leader
C++ Systems, Graphics & CI/CD
18+ years turning complex multidisciplinary problems into working products. Deep expertise in C++, real-time graphics, systems architecture, CI/CD and advanced visualization.
01 / Highlights
Proved ray tracing scaled better than rasterization before dedicated ray-tracing hardware existed, enabling interactive rendering instead of minutes per frame.
Integrated Conan and Artifactory, made fast debug builds practical and introduced Sentry crash telemetry.
Led 37 direct reports across software, hardware, optics and other disciplines; oversaw seven-figure prototype and R&D spending.
02 / Experience
Sep 2015 – Sep 2026
Holographic display architecture, rendering, engineering leadership and release validation.
Aug 2013 – Aug 2015
Software Engineer / Technical Lead
Led a five-engineer team; owned PC and macOS releases of R.B.I. Baseball.
May 2011 – Jun 2013
Software Engineer
3D editor tools, server-side game logic and client-server interfaces.
Jan 2010 – Dec 2010
Associate Software Engineer
Multi-platform networking SDK and automated-test infrastructure.
Jan 2008 – Aug 2009
Associate Software Engineer · AIF Small-Craft Simulation Project
Real-time simulation, 3D graphics and spatial audio.
Education
Bachelor of Engineering, Computer Engineering
Memorial University of Newfoundland
03 / Expertise
Experience, technologies, patents and education.