Jason P. Weber 1137 N Central Ave #321 http://www.imonk.com/baboon (818) 433-8196 Mobile Glendale, CA 91202 baboon@imonk.com Summary: Experienced software engineer using 3D graphics and simulation in film, games, R&D, and military applications. Availability: Currently under exclusive contract through April 2010. Skills: Operating Systems/Hardware: Linux, SGI, Sun, HP, DEC, OSX, PS2 Windows 9x/NT/2k/XP, MS-DOS Programming Languages/Libraries/Tools Extensive: C/C++, X11/Xlib, Win32, OpenGL, IrisGL, GDI, doxygen, VIM, PerForce, PRCS, Subversion, Alienbrain Significant:Python, Perl, Lua, tcsh, zsh, X/Motif, Java, Swing, CVS, PVCS, UML, LaTeX, HTML, Havok, Renderware, Maya/MEL, 3DS Max (incl. exporters), Agile/Extreme Programming Familiar: Pascal, Fortran, Basic, Assembly, SQL, VHDL, X/OpenLook, Clearcase, HP Starbase, Amiga Intuition Publications: "Fast Simulation of Realistic Trees" IEEE Computer Graphics And Applications - May/June 2008 "Real-Time Multi-Resolution Dynamics of Deeply Hierarchical Bodies", Graphics Programming Methods, 2003. This method demonstrates a fully articulated physical simulation of vegetation, specifically mentioned as "a great read" in Game Developer, Dec 2003. "Improved Bones Deformation", Game Programming Gems III, 2002. "Constrained Inverse Kinematics", Game Programming Gems III, 2002. "Run-Time Skin Deformation", 2000 Game Developers Conference (proceedings). Includes a 60 minute lecture for 300 people. "Creation and Rendering of Realistic Trees", ACM SIGGRAPH 1995 Computer Graphics Conference. Includes a 20 minute presentation for 2500 people. This paper was an inspiration for Scott Peterson's trees in "Shrek". ( http://silicon-valley.siggraph.org/MeetingNotes/shrek/trees.pdf ) "The CREATION Scene Modeling Package applied to Theater Air Defense Fire Control Simulation", 1995 National Fire Control Symposium. Education: B.S. Electrical Engineering, May 1993,Virginia Polytechnic Inst. and State Univ., Blacksburg, VA GPA: Major-3.9/4.0 Overall- 3.7/4.0 (Magna Cum Laude) Key courses: Microprocessor System Design I&II, Digital Design I&II, Electromagnetic Fields I&II, Solid State Physics, Materials of Electrical Engineering, Technical Writing (partially complete) M.S. Computer Science and Engineering, Oregon Graduate Institute, Beaverton, OR GPA: 4.0/4.0 Experience: Senior Software Engineer, Programmer, Character Effects Developer DreamWorks Animation Glendale, CA 2004- http://www.dreamworksanimation.com How To Train Your Dragon Migrating crowd behavior tools. Kung Fu Panda Generalized and extended dynamic fur compression. Extended and supported feather tool set. Created tailoring scripts (rope ties, buttons, studs). Supported cloth pipeline. Free Electron Organization 2003- http://freeelectron.org Cooperatively designed and implemented prototypes for a general particle system framework targeted as a game engine. The intent is to produce emergent behaviors based on modularized physical models. Emergent AI Designed and implemented a sensor-based dynamic knowledge-sharing behavioral system with adaptive self-discovery and usage of capabilities and limitations. Real-time Vegetation Designed and implemented a axis-separable hierarchical semi-implicit physical simulation of 3D trees that reacts not only to wind and gravity, but hard collisions against solid objects, all at orders of magnitude faster performance than recent publications. Real-time Ray Tracer Prototyped a proof-of-concept deeply-reflecting ray tracer. Sammy Studios (aka High Moon) Carlsbad, CA 2003-2004 http://sammystudios.com http://www.highmoonstudios.com/ Darkwatch: Weapon Programming Guru Organizer and point of contact of managing, displaying, and operating weapons and projectiles. Real-Time Scaffolding Designed and implemented a very fast system to simulate towers, walls, trestles, and arch bridges which can be spectacularly destroyed with explosives and vehicles. This component cooperates with Havok and Renderware without being dependent on them. Real-time Cloth Implemented and integrated a real-time cloth model, giving artist-selectable freedom to nodes of existing meshes simply by reassigning bone weights. Includes complex methods to prevent cloth surfaces from passing through moving limbs. Console Game Prototype Worked with one other programmer to assemble pieces of other projects into a fully-functional playable prototype for X-box and PS2 in less than one month. Intel Corporation Hillsboro, OR 1998-2003 http://intel.com/labs/media/3dsoftware Silverstone: pluggable component framework - Designed and implemented the dynamically extensible component architecture including streamlined component authoring, auto-dispatching to the script abstraction, library auto-handling, arbitrary third party variant types, and a centralized common interface query. - Cooperatively developed the threading abstraction, concentrating on providing consistent locking across general components. Abstracted for Linux, Win32, and OSX. Morfield: Director/Shockwave 9.0 3D Asset Ported the toolkit skinning and motion queue (see below) to the new pluggable modifier model. Neo: new technology research Developed a real-time physical model of botanical trees featuring multi-resolution hierarchical dynamics. Presented the technology at the Intel 3D Graphics Summit (2002). Demo was abstracted for Linux and Win32. Rushmore: Director/Shockwave 8.5 3D Asset ( see http://macromedia.com/software/director/3d ) Ported the toolkit skinning technology and added motion blending and a flexible motion queue. Participated in efforts with Macromedia to develop a user-friendly API and consistent behavior. FortyTwo: simulation integration framework Designed and implemented a prototype of the dynamic library auto-loader used in Silverstone. Introduced generalized plug-in inheritance using virtual base classes and centralized interface queries to greatly reduce code bloat from boilerplate source and redundant inheritance. Abstracted for Linux and Win32. IFX Toolkit 2.0: - Designed and implemented the skeletal-based skin deformation and animation technology in the 3D toolkit distributed through Digimation. The technology was integrated with the Multi-Resolution Mesh and Cell-Shading technologies also included in the toolkit. The deformation system introduces a unique algorithm that nearly eliminates undesirable bending artifacts without bypassing the well-known core vertex blending procedure supported in hardware. During a demonstration to id Software, Paul Steed reacted using the term "brilliant" (2000-02-10). ( see http://www.imonk.com/baboon/bones ) - Designed and implemented a general versionless hierarchical file format that has many of the advantages of XML with only a small fraction of the file size. This was used for all of the toolkit files. The generalized parser is also able to read and write XML with the same non-intrusive object bindings. - Prototyped a real-time self-colliding cloth simulation that researched ideas we reused in other projects. Infinite Monkeys Incorporated Aloha, OR 1997- http://www.imonk.com Coral Tree libraries - Consists of fully abstracted and truly object-oriented reusable class libraries that allow code to be compiled on any machine without any platform-specific code in the application source. Entire package covers general data containers, logging, networking, distributed computing, uniform application behavior. Available for SGI, Sun, HP, Alpha, Linux, and Win32. - Primarily developed EW/WDS libraries for object-oriented, heterogeneous, uniform GUI development utilizing C++. Uses X, Win32, GDI, and, optionally, OpenGL. Features easy window handling, dynamic hierarchal widget structure, separable event usage, timers, work functions, double-buffering with double partial redraw, simple font matching, layered scoping with event bypassing, and dynamic inheritable look-and-feel. The last refers to the fact that the interfaces can instantaneously change looks (like from a Win32-look to a Motif-look) on the fly using user-editable text look-and-feel configuration files. Dynamics Research Corporation Beaverton, OR 1993, 1995-1998 http://drc.com (general link) FCS/Integrity-Plus telecommunications fraud detection software Participated in software design, implementation, and support including a Java/Swing interface to edit and track rule sets. Coral Tree: Expanded the libraries under shared rights agreement for use in telecommunications software. Harness: updated ports of the distributed heterogeneous tuple space library. SCE: Designed and programmed intuitive graphical user interface (GUI) for heterogeneous distributed parallel-processing environment. Army Research Lab Fort Belvior, VA 1987-1995 (night vision labs) Designed, programmed, and documented 3D thermal/visual animation/simulation software for the creation of synthetic near photo-realistic natural environments, including a high speed fully-foliated 3D tree generation algorithm. Also incorporates noise, lens, detector, and atmospheric effects. This software has been used at many sites for applications including smart munitions testing. A demo of the tree model is included on the SIGGRAPH '95 CD-ROM. ( see http://www.imonk.com/baboon/trees ) Personal Projects http://freshmeat.net/~baboon - Debugged and posted minor fixes to Linux kernel drivers such as fa312.o, NVdriver.o, and aic79xx.o. - Wrote two plug-ins for Fvwm (the renowned X window manager) called FvwmPartition and FvwmProxy. - Designed and programmed a 24-bit 3D function ray-tracer featuring: ambient/diffuse/specular lighting, variable translucency, variable real mirror reflections, true shadows, and dynamic oversampling (fast anti-alias). - Wrote a general raster printer driver with auto-saturating gamma scaling and multiple dithering modes: Stucki/Burkes/FS Error Diffusion, Bayer Dispersed, Space Diffusion, Dot Diffusion, PostScript-style, and my own Quantum Diffusion, Bleed Diffusion, Dispersion-Clustered, Diffusion-Clustered, and Multi-Frequency Diagonal/Spiral. - Wrote a subset of the IrisGL graphics library for the Amiga operating system. Includes 2D & 3D transforms, perspective & orthogonal projections, window & event handling. Activities: Mountain biking, jet-skiing, licensed private pilot, woodworking/restoration Member: ACM, IEEE, IATSE Animation Guild