Derek Gerstmann
photo
Loading...
   

ABOUT


[cv / resume]
[contact]
I'll be joining the Western Australia Supercomputing Program (WASP) at the University of Western Australia ((UWA) as a research fellow and PhD candidate in June/July 2009.

Most recently, I was at Apple working alongside an amazing team of engineers developing OpenCL, an open standard for heterogenous processing on multi-core devices for task and data parallel programming.

Previously, I worked at ATI among some other smart software architects and driver developers, as the principle engineer on the Close-to-Metal (CTM) device interface project --the first vendor supported compute interface for GPUs.

I've also spent several years working in the visual effects industry, including positions at Weta Digital, ESC, ILM and Pinnacle Studios.

I received my Masters degree from the National Centre for Computer Animation (NCCA) at Bournemouth University and went to the University of Washington for my undergrad.

Section Icon

A Stream Processing Abstraction and Rendering Toolkit for GPUs:

A basic stream processing toolkit which provides an efficient means for performing general purpose computations using programmable graphics hardware.

Section Icon

A High Quality Real-Time Lighting System for Visual Effects Production:

An image based rendering technique for generating a high quality preview in real-time for visualizing the effects of a lighting environment on a particular scene.

Section Icon

Spawner:

A basic evolutionary computer graphics framework capable of evolving abstract digital images. It uses evolutionary programming methods to generate high-dynamic range images and animations from a variety of procedural operations.

Section Icon

Visualizer:

An interactive renderer for visualizing implicit, procedurally defined models via marching cubes / tetras, raytracing and volume raymarching.