Ryan Geiss



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Date20.10.2016
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Ryan Geiss


116 Walti St.

Phone: (831) 818-6521

E-mail: geiss.3@geisswerks.com

Santa Cruz, CA 95060

Website: http://www.geisswerks.com/ (please visit)




Seeking: A part- or full-time position as a programmer or engineer, doing work that has a positive environmental or ecological impact.
Skills [in brief]: I’ve never worked anywhere where I wasn’t a top contributor and widely perceived as such. Top of field in programming, especially computer graphics; very innovative and passionate; excellent & versatile engineering skills, but great people skills too; quality work at a fast turnaround.

[ WORK HISTORY ]




“Demo Team” Graphics Programmer, Nvidia Santa Clara, CA; Aug 2003 – present


  • Lead programmer and shader-writer for the Timbury and Mad Mod Mike mega-demos.

  • Worked mostly with OpenGL, Cg, DirectX9, and complex shader writing

  • Implemented novel new approaches to subsurface scattering, indirect lighting, and depth of field.



Senior Software Engineer, Nullsoft (AOL / Winamp), San Francisco, CA; Apr 2001 – Aug 2003


  • Created 4 industry-leading music-visualization programs (“plug-ins”) for Winamp:

  1. Milkdrop - audio-driven feedback engine; 2 million downloads since 4/01.

  2. Smoke - audio-driven fluid dynamics in realtime, using navier-stokes & vorticity confinement.

  3. Monkey - never-ending journey through metaball-generated ‘caves’.

  4. Geiss 2 - audio-driven, software-generated feedback engine.

  • Ported (and assembly-optimized) an mp3 decoder and my MilkDrop and Smoke plug-ins to the PlayStation 2; drove visuals via shoutcast streams coming into the PS2 via ethernet.

  • Wrote ClassicVis, a Winamp 3 component that hosts Winamp 2 visualization plug-ins.

  • Wrote VMS, the Visualization Mega SDK, a codebase/framework for quickly building stable and feature-rich Winamp plug-ins.

  • Wrote internal GUI-based batch encoding tools for converting Quicktime/DirectShow-readable media to proprietary audio, video formats (including our now-open-sourced Nullsoft Video format).



Visual Effects Engineer, Creative Labs, in Scotts Valley, CA; Jul 2000 – Apr 2001


  • Graphics programming for Lava (aka Oozic), a music visualizer.

    • wrote & integrated a full suite of hardware-driven lens effects & scene transition effects.

    • wrote & integrated an octree-based polygonal implicit surface renderer.

  • Wrote Drempels on the side: extremely popular, fluidly-animated visuals that run as wallpaper.



Internships (during University):


  • ’99: Hughes Research Labs, Malibu, CA; graphics programming for free-flight air traffic control.

  • ’98: Tiburon Entertainment (game company owned by EA), Florida; game tools programming; developed tools, and improved N64 cartridge compression for their titles by 10%.

  • ’97: Resource Marketing, Ohio; wrote the HTML for most of Huntington Banks’ website redesign.



[ EDUCATION ]




B.S. Computer Science and Engineering, The Ohio State University, Aug ‘96 – June 2000


  • Graduated with 4.0 GPA.

  • Wrote 'Geiss' winamp plug-in while in college; 3.3 million downloads, 3 major licenses to date.

  • In first year, outside of class, wrote raytracers handling planes, spheres, polygons, volume fractals, metaballs (blobs), shadows, reflections, and refractions; derived & wrote a polygon rasterizer.


High school: (‘92-‘96)

  • Wrote several x86 assembly graphics demos, a full-fledged Dune 2 savegame editor , and hundreds of other programs by the 9th grade.

  • Paid $10/hour to program for a voxel-terrain-based game engine for a local company, Computer Athlete; game interfaced with exercise equipment via optical equipment connected by serial port.

  • Graduated with 3.97 GPA.



[ SKILLS ]
Solid skills with:

  • Realtime 3D graphics, mathematics, and APIs [especially DirectX]

    • Vertex and Pixel Shaders (up to 3.0) and advanced graphics programming techniques

    • Raytracing & 3D mathematics

  • Application Development [very good with Win32 / Visual C++]

    • Assembly language (excessive skill with x86; also Playstation 2, others)

    • Excellent optimization & rapid prototyping skills

  • Languages: C, C++, x86 (PC) assembly [+MMX, SSE]; vertex and pixel shaders [up to SM3.0]

  • Basic audio analysis & signal processing

  • Photoshop, Word, Excel, Powerpoint, Windows environment, and web page design.

Other skills and qualities


-Self-starter -Good communicator, writer

-Passionate about programming & graphics -Nearly fluent in Spanish

-Creative, innovative, & artistic talents -Quality work, always.

-Personable & tolerant; work well with others -Extremely fast coder.




Other interests


Yoga, mountain biking, running, swimming, hiking, camping, snowboarding, photography, reading, growing things, cooking
Keywords relevant to my experience:

Graphics, 3D, hardware acceleration, math, mathematics, DirectX, DirectDraw, console, assembly, MMX, SSE, Visual C++, win32, fluid dynamics, marching cubes, image-based rendering, audio visualization, winamp, visuals, creative, innovative, programmer, programming, software engineer, siggraph, GDC, fractals, raytracing, metaballs, tools, optimization, pixel shaders, vertex shaders, Cg, HLSL, subsurface scattering, procedural graphics


Links

My site: http://www.geisswerks.com

Guestbook: http://www.geisswerks.com/guestbook/view.php [see what others think of my software]

Realtime programming work:

Programs I’ve written:

Drempels: http://www.geisswerks.com/drempels/

Winamp plug-ins I’ve written:

Geiss: http://www.geisswerks.com/geiss/

Geiss 2: http://www.nullsoft.com/free/geiss2/

MilkDrop: http://www.nullsoft.com/free/milkdrop/

Smoke: http://www.nullsoft.com/free/smoke/

Monkey: http://www.nullsoft.com/free/monkey/

(ClassicVis:) http://www.winamp.com/components3/detail.jhtml?componentId=122130

(Visualization Mega SDK:) http://www.nullsoft.com/free/vms/

Nvidia demos I’ve been the programming lead on:

Timbury: http://www.nzone.com/object/nzone_timbury_downloads.html

Mad Mod Mike: http://www.nzone.com/object/nzone_downloads_nvidia.html

Non-realtime programming work: [older]

Output of some raytracers I’ve written:

Stills: http://www.geisswerks.com/ryan/PROG-STIL/index.html



Animations: http://www.geisswerks.com/ryan/PROG-ANIM/index.html

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