Bill Flugrath

emailbflugrath@flugrath.com

 

Computer Skills:

·       Programming:  C++,  C#,  C, DirectX, Direct3D, HLSL/GLSL, Vertex /Pixel Shaders, Compute Shaders, DirectML, DXR Ray Tracing,  OpenGL, WebGL, OpenGL ES, Multithreading,  Objective-C, Unity, Unreal, OpenCV, Python, Lua.

·       Operating Systems: Windows, Linux, Unix, OS X, iOS, Android.

·       Hardware: PC, game consoles, VR/AR headsets, mobile systems.

 

 

Computer Graphics and Software Engineering:

·       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, asynchronous timewarp, image processing, voxels, etc.

·       Profiled and optimized both CPU and GPU code on many shipped products across a wide variety of hardware.

·       Solid understanding of computer architecture on both embedded systems and PC platforms.

·       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 for both AR/VR technologies.

·       Designed and built multiple commercial AR and 3-D rendering systems from scratch.

·       Programmed a neural network system in C++ with integration into an Unreal VR game.

·       Working knowledge of deep learning algorithms, frameworks, and GPU acceleration tools.

  

 

Employment:

Warner Brothers Games, San Francisco, CA, Staff Rendering Engineer  (May 2021 – Present)

·      Wrote real-time GPU profiler for NetherRealm Studios and used on Mortal Kombat.

·       Wrote concurrent C++ rendering code in Unreal for both PS5 and Xbox X.

·       Principal graphics engineer on mobile game DC Worlds Collide.

·       Provide technical direction and support for art, engineering and visual effects teams.

Sixense Enterprises, Los Gatos, CA, Principal Architect  (March 2020 – April 2021)

·       Developed full body avatar tracking technology used in VR and integrated with Unreal.

·       Programmed a deep learning (ML) system for full body tracking hardware in C++.

·       Worked on Unreal based 3D games deployed on the Vive Focus with full body tracking.

Paradox Tectonic, Berkeley, CA, Principal Rendering Engineer  (June 2019 – December 2019)

·       Worked with a team to build a new game production studio.

·       Responsible for graphics engineering and rendering performance.

Meta, San Mateo, CA, Principal Engineer  (January 2017 - December 2019)

·       Constructed compositing system to display rendered images on the headset.

·       Built asynchronous timewarp system to reduce rendering latency and maintain frame rate.

·       Collaborated with multiple teams in choosing correct components for the headset.

·       Worked on GPU accelerated hand tracking system for virtual object interaction.

CastAR, Palo Alto, CA, Graphics Software Engineer  (September 2015 - December 2016)

·       Principal architect and engineer of 3-D engine written in C++/OpenGL for the AR platform.

·       Worked closely with the hardware team in choosing the final CPU and GPU for the platform.

·       Integrated both World of Tanks and The Mean Greens with the castAR SDK.

·       Designed and programmed a custom AR user interface system for the platform.

 

Electronic Arts, Redwood City and Emeryville, CA, Software Engineer  (May 2005 – May 2015)

·      Lead graphics programmer on several game titles for both PC and console.

·       Designed and implemented low level systems across multiple game engines and consoles.

·      Worked with EA Office of Chief Creative Officer and students of Carnegie Mellon Entertainment Technology Center on various prototypes.

·       Performed CPU/GPU performance analysis and optimization on many games and devices.

·      Worked in multiple studios supporting various products in development.

 Philips Electronics, Milpitas, CA, Software Engineer  (May 2004 – May 2005)

·       Designed and programmed graphics engine,  UI, and SDK for a streaming device in C++.

·       Worked on multi-threaded software architecture and an XML skinning engine for the UI.

 

 

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

 

 

Commercial Products:

"The Sims 2" Electronic Arts

"The Sims 2 Pets" Electronic Arts

"MySims" Electronic Arts

"MySims Kingdom" Electronic Arts

"MySims Agents" Electronic Arts

"The Sims Medieval" Electronic Arts

"The Sims Medieval: Pirates and Nobles" Electronic Arts

"SimCity" Electronic Arts

“SimCity: Cities of Tomorrow” Electronic Arts

"castAR Augmented Reality SDK" castAR

"Meta 2 Augmented Reality Development Kit" Meta

“REAL System Virtual Reality SDK” Sixense

“Mortal Kombat 1” Warner Brothers

“DC Worlds Collide” Warner Brothers

"Streamium Home Entertainment Device (prototype)" Philips

"Visible Light Optical System for Mass Spectrometer" Physical Electronics