Education
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Master of Science, Computer Science
University of California, Berkeley
August 2012 - May 2013
- Focus: Computer Graphics
- Advisor: Ravi Ramamoorthi
- Papers presented at SIGGRAPH 2013, SIGGRAPH Asia 2012
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Bachelor of Science, Electrical and Computer Engineering
University of California, Berkeley
August 2009 - May 2012
- Computer Science GPA: 3.92/4.0
- Overall GPA: 3.78/4.0
Experience
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Software Engineer
Riot Games
March 2017 - Present
- Working on an unannounced game.
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Technical Director / Graphics Software Engineer
Pixar Animaton Studios
June 2013 - February 2017
- Writing shading and surfacing software.
- Coco (2017)
- Lead developer on Flow, a real-time GPU node-based shading authoring application.
- Worked as a generalist engineer and project lead.
- Expertise in nodegraph-based workflows, cross-application data, and OptiX/CUDA shaders.
- Used on Coco to surface props.
- Cars 3 (2017)
- Transitioned all authored shading into a unified, application agnostic USD representation.
- Support for Renderman RIS shaders, USD shading, and related applications, notably Katana.
- Finding Dory (2016)
- Created optimized essential pattern shaders, such as texture reading and vector transformation.
- Created new workflows for shading in Katana, including writing a custom nodegraph.
- Created cross-department shader binding workflows.
- Experimented with real-time panting workflows, including a full GLSL BSDF implementation.
- Support for Renderman RIS shaders and related applications, notably Mari and Katana.
- Piper (2016)
- Prototyped real-time shading workflows for wet sand on a beach.
- The Good Dinosaur (2015)
- Support for Renderman shaders.
- Supported character shading tools, notably Mari.
- Supported color space transformations for shading.
- Inside Out (2015)
- Supported character shading tools, notably Mari.
- Lava (2014)
- Mathematically derived and wrote shaders to achieve deformable vector displacement on large terrain.
- Contributed tangent-space filtering code to Disney’s open-source Ptex project.
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Research Assistant
University of California, Berkeley
August 2011 - May 2013
- Researched optimizations to Monte Carlo ray tracing.
- Developed a novel filtering techniques, applied to soft shadows and global illumination
- Implemented filter in NVIDIA OptiX.
- Technical papers presented at ACM SIGGRAPH 2013 and ACM SIGGRAPH Asia 2012
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Graduate Student Instructor
University of California, Berkeley
January 2012 - May 2013
- Instructor for UC Berkeley’s undergraduate course in Computer Graphics.
- Received an Outstanding Graduate Student Instructor award.
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Software Engineer Intern
Pixar Animation Studios
May 2012 - August 2012
- Contributed to the development and integration of lighting tools for Pixar’s 2013 short film, The Blue Umbrella.
- Implemented visualizations and guides of Pixar lights.
- Worked closely with technical directors to address urgent show-stopping issues.
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Computer Engineer Intern
National Security Agency
May 2011 - August 2011
- Identified significant vulnerabilities in communications systems.
- Developed tools to advance computer network exploitation efforts.
- Assisted in successful computer network exploitation operations.
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Software Engineer Intern
National Security Agency
May 2010 - August 2010
- Lead developer on a high-priority MapReduce metadata parsing and filtering analytic.
- Supported end-to-end testing and deployment of analytic to partner organizations.
Publicatons
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Axis-Aligned Filtering for Interactive Physically-Based Diffuse Indirect Lighting
SIGGRAPH 2013
August 2013
Soham Mehta, Brandon Wang, Ravi Ramamoorthi, Fredo Durand
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Axis-Aligned Filtering for Interactive Sampled Soft Shadows
SIGGRAPH Asia 2012
August 2012
Soham Mehta, Brandon Wang, Ravi Ramamoorthi
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Generating Chinese Knots from Arbitrary Shapes
Bridges 2012
July 2012
Andrew Lee, Brandon Wang
Skills
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- C
- C++
- GLSL
- HTML/CSS
- Haskell
- Java
- JavaScript
- Lisp
- MATLAB
- OSL
- PHP
- Python
- Ruby
- Scheme
- MySQL
- Node.js
- OpenGL
- OpenGL ES
- Qt
- Hadoop MapReduce
Inactive Top Secret/Special Intelligence Clearance