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Gareth Morgan

Gareth Morgan

San Francisco, CA, United States
Member since June 5, 2017
Gareth has nearly two decades of 3D, games, and VR development experience at all levels of the stack and on a number of platforms (including AAA console games). He has been programming 3D, VR, and games engine since the 1990's—from R&D on sophisticated rendering techniques down to low-level driver development.
Gareth is now available for hire
Portfolio
Experience
  • 3D, 20 years
  • OpenGL, 20 years
  • C, 20 years
  • C++, 20 years
  • 3ds Max, 15 years
  • DirectX, 15 years
  • OpenGL ES, 14 years
  • LLVM, 8 years
San Francisco, CA, United States
Availability
Part-time
Preferred Environment
Windows Visual Studio, CMake, Clang, Ubuntu Linux
The most amazing...
...project I've worked on was the ray-tracing PowerVR GPUs that I developed at Imagination Technologies—these fundamentally changed the way GPUs work.
Employment
  • Lead Software Design Engineer
    2008 - 2016
    Imagination Technologies
    • Developed OpenRL—a ray-tracing API based on OpenGL ES. It's a version of OpenGL that incorporates raytracing; it required low-level C++ development on all areas of the stack from the low-level driver upwards; a link to more information is provided in my portfolio.
    • Developed the compiler using LLVM. I gained extensive experience developing shader compilers using the Low-Level Virtual Machine framework, including developing in the LLVM source code itself.
    • Implemented ray-tracing techniques on desktop GPUs. It required in-depth general purpose GPU programming on a variety of APIs including OpenCL, CUDA, and DirectX.
    • Worked with the PowerVR architecture team to produce a set of GLES extensions for ray-tracing.
    • Researched and implemented sophisticated rendering techniques using the PowerVR ray tracing hardware.
    • Integrated ray-tracing into the Unity 3D engine. It required extensive low-level Unity development. The work formed the centerpiece of PowerVR's presentations at GDC in 2014 and 2016; YouTube links can be found in my portfolio.
    • Evangelized PowerVR ray-tracing technology by presenting at GDC in 2014 and 2016, publishing a chapter in GPU Pro 6; a link to more information is provided in my portfolio.
    Technologies: C++, GLSL, Unity 3D, GPU, LLVM
  • Lead Engine Programmer
    2004 - 2008
    Activision
    • Worked as an engine programmer for Enemy Territory: Quake Wars for PS3 (released Summer 2008).
    • Led the engine programming on X-Men: The Official Game (released in May 2006).
    • Developed extensively tools using 3DS Max and Maya.
    • Built high-performance game engines in C++ for Xbox 360 games consoles.
    • Created high performance game engines in C++ for PS3 games consoles.
    Technologies: C/C++, DirectX, HLSL, 3DS Max, Maya
  • Technical Consultant
    1999 - 2002
    Silicon Graphics
    • Developed the Virtual Mummy project with the British Museum. Produced an interactive volume rendering of a 3,000-year-old Egyptian mummy from CAT scan. The project was written in C using OpenGL Volumizer.
    • Worked with CTN and the United Kingdom Department of Trade and Industry to produce the Future Focus immersive 3D application. Based on OpenGL powered by an SGI Onyx visual supercomputer.
    • Taught courses in OpenGL at SGI's UK headquarters.
    Technologies: C/C++, 3D, OpenGL, Volume Rendering
Experience
Skills
  • Languages
    C++, Python, C, JavaScript, C#, Java
  • Frameworks
    Unity, Unity3D, Flask, Unreal Engine
  • Libraries/APIs
    OpenGL, OpenGL ES, DirectX, WebGL, Android OpenGL, Vulkan
  • Tools
    Android NDK, CMake, Visual Studio, 3ds Max, Xcode, Make, Maya
  • Paradigms
    GPGPU, Augmented Reality
  • Platforms
    Android, CUDA
  • Other
    OpenCL/GPU, LLVM, 3D, Augmented Reality (AR), Virtual Reality (VR), Multithreading, Optimization
  • Storage
    MongoDB
Education
  • Master of Engineering degree in Computer Science
    1995 - 1999
    University of Manchester - Manchester, UK
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