Bill Flugrath

cell (415) 860-0521

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.