Bill Flugrath
email: bflugrath@gmail.com
http://www.flugrath.com
Computer Skills:
·
Programming: C++, STL, C#, Lua,
COM, Win32, C, DirectX, Direct3D, HLS/GLSL, Vertex /Pixel Shaders,
OpenGL, WebGL, OpenGL ES, Visual Basic,
Multithreading, Network Sockets, ASP, UNIX Scripts, SQL, HTML, XML, Collada, JavaScript, ActionScript,
Objective-C, Unity, Unreal, PHP, MySQL, OpenCV.
·
Operating
Systems: Windows, LINUX, UNIX, OS X, iOS, Android.
Computer Graphics and Software
Engineering:
·
Strong
knowledge of the mathematical and physics algorithms used in 3-D and 2-D
computer graphics.
·
Experienced
in rendering techniques including skeletal animation, lighting, particles,
polygonal techniques, rasterization, collision
detection, BRDF shading, global illumination, spherical harmonic lighting,
subsurface scattering, real-time ambient occlusion, parametric surfaces, deferred rendering systems, ray tracing, stereo rendering, etc.
·
Developed
both cross-platform and platform specific code for PC, game consoles, and
mobile systems such as iPhone and iPad.
·
Utililzed
multiple real-time physics engines including PhysX and Bullet across multiple
hardware platforms.
·
Profiled
and optimized both CPU and GPU code on many shipped games across a wide variety
of hardware.
·
Solid
understanding of computer architecture on both embedded systems and PC
platform.
·
Experienced
in concurrent programming techniques and multithreaded software architectures.
·
Wrote several custom user interface
systems for both 2-D and 3-D interfaces.
·
Experience with head mounted
display systems and augmented reality (AR) technologies.
Education:
M.S. in Engineering, State University of New York
at Stony Brook
B.E. in Engineering Science, State University of New York
at Stony Brook
Employment:
Meta, San Mateo, CA, Principal Engineer (January 2017 - Present)
· Building core AR technology for graphics rendering and computer vision.
CastAR, Palo Alto, CA, Software Engineer (September 2015 - December 2016)
· Principal architect and engineer of 3-D engine written in C++/OpenGL to support the AR platform.
·
Designed and programmed custom AR user interface system for the platform.
·
Integrated Unreal 4 and other third party game engines and graphics libraries into augmented reality code base.
· Responsible for interviewing and hiring staff on both the software and game development teams.
Electronic Arts, Redwood City, CA, Software Engineer (May 2005
– May 2015)
·
Lead
graphics programmer on several game titles for both PC and console.
·
Started internal development for mobile game production
within the Maxis studio.
·
Principal
engineer for game prototypes targeting mobile touch screen
based devices.
·
Worked with EA Office of Chief Creative Officer and students
of Carnegie Mellon Entertainment Technology Center on various prototypes.
·
Collaborated
with multiple art directors and many artists on developing technologies to
achieve visual targets on several shipped game titles.
·
Created world building tools, data pipeline, and renderer
for SimCity on both the PC and Mac versions.
Philips Electronics, Milpitas, CA, Contract Software
Engineer (May 2004 – May 2005)
·
Designed
and programmed graphics engine, custom user interface, and SDK for multimedia
device in C++.
·
Worked
on multi-threaded software architecture and an XML based dynamic skinning engine
for user interface.
Desk Jockey Games, Berkeley, CA, Consultant/ Software Engineer (October
2003-January 2004)
·
Evaluated
and programmed several middleware rendering engines and tools using C++ for a
startup company.
Academy of Art University, San Francisco, CA, SW Engineer/ Instructor (December 2001-August 2003)
·
Developed
applications for database management and wrote real-time 3-D rendering and
physics engine in C++.
·
Crafted
curriculum, taught physics and 3-D animation classes, and maintained an animation
production facility.
Flugrath Productions, Pacifica, CA, Producer/Animator (January 1997- January 2001)
·
Produced,
directed, and animated 3-D computer and stop-motion animation in an independent
studio.
Physical Electronics, Redwood City, CA, Staff Scientist (March 1996-March 1998)
·
Designed and implemented visible light,
electron, laser, and ion optical systems.
Publications:
“Lorenzo’s
Lab”, Animated short film acquired by Lions Gate Entertainment.
"X-ray
Photoelectron Study of Benzotriazole Bonding on
Copper", Masters Thesis.