Software developer, specialising in Computer Graphics - currently exploring anything and everything GPU.
Likes to collect plastic watches and make pretty pictures.
Working primarily on MPC's proprietary grooming system, Furtility, initially as part of a small show support team, and later as a dedicated cross-site product team. Implemented a redesign of Furtility's feather system to improve artist workflow on shows such as Maleficent 2, amongst others. Screen credited on Maleficent: Mistress of Evil (2019), and Cats (2019).
Worked for 2 months at their London studio as part of their 'First Step' internship programme. Assisted in the development of artist tools using Fabric Engine, as part of a small team.
Basic implementation of 'Progressive Real-Time Rendering of Unprocessed Point Clouds' [Markus Schuetz, Michael Wimmer]
View on GitHubExperimenting with PulseAudio and FFTW to create a 'volumetric' audio visualisation.
View on GitHubSimple Path Tracer using OpenGL Compute Shaders, following Peter Shirley's Book and Alan Wolfe's Blog .
View on GitHubFor this project I explored the feasibility of offloading the computation of a procedural fur system onto the GPU, using OpenGL compute shaders. This was created as part of Bournemouth University's Innovations assignment.
View on GitHubThis is an implementation of Interactive Indirect Illumination Using Voxel Cone Tracing [Crassin et al. 2011], using OpenGL. This was created as part of Bournemouth University's Masterclass assignment.
View on GitHubFor this project I explored the feasibility of offloading the computation of a soft body physics simulation onto the GPU, using OpenGL compute shaders. This was created as part of Bournemouth University's Simulation Techniques assignment.
View on GitHubThese are a set of animation pipeline tools that I am currently developing as part of an animation production project. These tools focus primarily on asset management, but also include many smaller scripts used to automate certain pipeline tasks. This is being developed as part of Bournemouth University's Major Project assignment.
View on GitHubFor this project I developed an OpenGL viewport that implements a physically based shading model, allowing for the realtime rendering of PBR authored materials. I also included various post process effects such as screen-space ambient occlusion, depth-of-field, and cubemap reflections. This was created as part of Bournemouth University's 'Principles of Rendering' assignment.
View on Youtube