Curriculum Vitae of Adam Lake
Personal Information
Education
Courses: Computer Graphics, Scientific and Geometric Computation,
Parallel and Distributed Systems, Compiler Design, Frontiers of Computer
Graphics, Exploring Virtual Worlds, Computer Architecture, Matrix Theory,
Software Design and Engineering, Algorithm Analysis
Castle High School
Newburgh, Indiana
Emphasis on
physics, chemistry, and mathematics.
1987-1992
Scholarships
- UNC Chapel Hill Honors Graduate Scholarship
- University of Evansville Science/Engineering Scholarship
- Sanderson/Gyger Scholarship (University of Evansville)
- 1994 and 1995 Barry Goldwater Scholarship Candidate
- Dean's List every semester
- Society and Future of Computing Conference Scholarship Recipient
- Fullbright Scholarship Nominee
Experience
Intel Architecture Labs
Graphics and 3D Technologies Group
Portland, OR
When:
Spring 2001
Title:Sr. Software Engineer
Job Description: Wrote chapter for Games Programming Gems 2 on
cartoon shading using a Programmable Vertex Shader Compiler. Served on Intel
Research Council and Patent Committee. Intel sponsor for research at UNC-Chapel Hill.
Began design and architecture of next generation 3D game engine with G3D team. Shipped
Shockwave3D. Filed 4 patents. Worked with marketing to flesh out opportunities
on handheld devices and the Intel Personal Client Architecture (PCA).
Intel Architecture Labs
Graphics and 3D Technologies Group
Portland, OR
When:
Fall 2000
Title: Software Engineer
Job Description: Designed and built Dx8 Viewer taking advantage of
programmable vertex shaders and multiple 3D view windows. Continued development
of Shockwave3D with 20-30 person team. Served on Intel Research Council. Served
on Parent Committee. Filed 3 patents. Worked with Marketing to define new 3D Camera
Capture capability in G3D.
Intel Architecture Labs
Graphics and 3D Technologies Group
Portland, OR
When:
Summer 2000
Title: Software Engineer
Job Description: Presented NPAR 2000 paper at ACM Conference in
Annecy, France. Worked on localization issues for Rushmore, developed QA test
suite for shading architecture. Ported the newsprint, digital engraver, and
cartoon shading algorithms to the Rushmore 3D engine. With Carl Marshall and
summer intern Daniel Horowitz (UW), prototyped algorithms for cartoon physics.
Educational reading including Code Complete , 3D Game Programming and
Design , Real-Time Rendering. Filed 4 patents.
Intel Architecture Labs Graphics and 3D
Technologies Group
Portland, OR
When: Spring 2000
Title: Software Engineer
Job
Description: Designed shading architecture for Rushmore, a 3D engine for the
Internet. Supervised rotational engineer David Hostetler 2 white papers on
silhouette edge detection and rendering for non-photorealistic rendering. Side
projects including building an on-line protype for an auction site using mSQL
and the 'lite' scripting language and a scheduling system in Java. Began serving
on the Intel Research Council giving recommendations on grants received from
academics dealing with 3D graphics, computer vision, human computer interaction,
and virtual reality. Shipped Toolkit 2.0.
Intel Architecture Labs Graphics and 3D
Technologies Group
Portland, OR
When: Fall 1999
Title: Software Engineer
Job
Description: Continued interface development and performance enhancements to the
I3D Graphics Software Toolkit 2.0 showcase application and the development of
NPR techniques. With Marc Blackstein, a rotation engineer under my supervision,
we prototyped a technique for pencil sketching and packaged it for shipment with
the other toolkit APIs. Added ability to support an entire scene and backdrops
into the toolkit. Beta shipped in December. Filed a patent on a Haptic Rendering
Device. Wrote a paper titled Stylized Rendering Techniques for Real-Time 3D
Cartoon Animation.
Intel
Architecture Labs Graphics and 3D Technologies Group
Portland, OR
When: Summer 1999
Title: Software Engineer
Job Description: Wrote the showcase application
for the I3D Graphics Software Toolkit 2.0 using C++ and OpenGL. Supported
non-photorealistic rendering, subdivision surfaces, multi-resolution meshes,
character animation, and inverse kinematics. Development of algorithms for
Non-photorealistic rendering. Focus was on real-time 3D cartoon shading. One
patent filed for our generalized cartoon shading method. Advisor for Mark
Harris, an intern from UNC-Chapel Hill, who worked with me on the NPR API and
implementation in the viewer. I3DSDK 2.0 Technology Preview shipped with
documentation and only minor bugs.
Intel Architecture Labs Graphics and 3D
Technologies Group
Portland, OR
When: Spring 1999
Title: Software Engineer
Job
Description: Software engineer in the graphics algorithms and 3D components
group of the Intel Architecture Labs Media Architecture Lab working on
Non-photorealistic rendering (NPR) research and development with Carl Marshall.
Also working on subdivision surface algorithms with Stephen Junkins. Developed
real-time cartoon shading algorithms, silhouette edge detection algorithms, and
effects for cartoon environments including motion lines, reflection lines, etc.
Submitted 7 patents for review by patent committee: 4 NPR, 2 subdivision
surfaces, 1 mesh compression.
University of North Carolina at Chapel Hill
Chapel Hill, NC
When: Fall 1998
Job Description: Wrote a
subdivision surface renderer using OpenGL, GLUT, and MUI. Developed a technique
for implicit surface control of creases, corners, edges, etc. for subdivision
surfaces and implemented for a course in Computational Geometry. Teaching
assistant for COMP15-Intro. to functional programming for Dr. Jan Prins. Led
weekly recitation, graded assignments, daily correspondence with students via
email. Graduated with Master's in Computer Science from UNC-Chapel Hill.
Intel Architecture Labs Graphics and
3D Technologies Group
Portland, OR
When: Summer, 1998
Job Description: Designed and built an origami engine for use with
Microsoft's Chrome. Wrote NURBS renderer with OpenGL, GLUT, and MUI. Optimized
Unroll Chrome effect to minimize arithmetic operation count.
University of North Carolina at Chapel Hill
Chapel Hill, NC
When: Spring, 1998
Job Description:
Worked on algorithms and architecture of the STC Office of the Future.
Contributed to final draft of SIGGRAPH '98 paper. Wrote physically based
simulation of convex objects falling due to gravitational effects with
incremental collision detection algorithm. Wrote a general image-based, head
tracked, stereo image viewer. Reads in arbitrary number of images with a user
configurable IPD.
University of
North Carolina at Chapel Hill
Chapel Hill, NC
When: Fall,
1997
Job Description: Wrote Direct3D application to send structured light
patterns from PC based digital light projectors at 60 Hz. Contributed to
submission of SIGGRAPH '98 paper and video Office of the Future: An
image-based modelling approach to spatially immersive displays. Wrote and
maintained tracker code for the Office of the Future. Wrote theorem verifier
using Daistish.
University of North
Carolina at Chapel Hill
Chapel Hill, NC
When: Summer,
1997
Job Description: Funded by NSF STC Center for Computer Graphics.
Incorporated ability to send geometry information into the Virtual Reality
Application System VRAPP. Extended VRAPP to
be able to show Nanomanipulator
data in real-time in a telecollaborative environment. Wrote Java conversion
utilities to convert between an in-house format and VRML. Extended VRAPP to
incorporate 3D talking head data. Prepared for an NSF site visit in Salt Lake
City, Utah. We were recommended to receive an increase in funding.
University of North Carolina at Chapel Hill
Chapel Hill, NC
When: Spring, 1997
Job Description:
Funded by NSF STC Center for Computer Graphics. Continued previous work on a
real-time 3D depth extraction system. Wrote a 3D game engine in Java. Wrote a 3D
array visualizer in OpenGL to use for the calibration of the 3D talking head
system. Began working on extensions to the Virtual Reality Application System
VRAPP.
University of North
Carolina at Chapel Hill
Chapel Hill, NC
When: Fall, 1996
Job Description: Funded by NSF STC Center for Computer Graphics. Designed
(with Ramesh Raskar, Greg Welch, and Henry Fuchs), a multi-viewer stereo display
system. Developed real-time graphics using Borland C libraries and I/O routines
for the multi-viewer display routines for the PC. Started work on a real-time 3D
depth extraction system using Texas Instruments Digital Micromirror Device (DMD)
projectors, including a calibration procedure.
Los Alamos National
Laboratory Graduate Research Assistant (GRA)
Los Alamos National Lab
Los Alamos, New
Mexico
When: Summer 1996
Job Description: Worked in the Applied
Theoretical Physics Division Computational Science Methods Group (XCM) developing the distributed CAD
system Hydra. Converted from
in-house rendering libraries to OpenGL. Supported multiple lights, wireframe and
solid shading modes, antialiasing, and 3D mouse interface.
World
Connection Services
Evansville,
IN
When: Spring and Fall, 1995
Job Description: Consulting,
installation of software on customer PCs to support PPP connections and
World-Wide Web access. Teaching customers how to make themselves more productive
with the Internet.
Los Alamos National Laboratory Summer
Internship
Los Alamos National Lab
Los Alamos, New Mexico
When: Summer 1995
Job Description:
Worked in the Applied Theoretical Physics Division Computational Science Methods
Group (XCM) on developing the
graphical user interface Justine(TM) in X using
Motif. Wrote hypertext help package and IGES (Initial Graphics Exchange
Specification) parser as well as other interface code.
Department of
Energy's Science and Engineering Research Semester (SERS)
Los Alamos National Lab
Los Alamos, New
Mexico
When: Fall Semester 1994
Job Description: Worked in the
Applied Theoretical Physics Division Radiation Transport Group (X-6) on developing the graphical user
interface Justine(TM) in X using
Motif. Formalized a restart file language and implemented three dimensional CAD
interface.
National Science Foundation Research Experience for
Undergraduates
University of Alabama,
Tuscaloosa
When:Summer 1994 Internship
Job
Description:Research in graph algorithms under mentorship of Dr. Borie . Wrote predicate
logic parser using LEX/YACC. Began working on automatic algorithm generator.
Howell & Johnson Information Systems Development
Boonville, IN 47630
When:Summer 1993
Title: Systems
Analyst
Job Description:Wrote applications in Foxpro, C, and Clipper.
Research involving real-time computing solutions for a warehouse environment.
Composed two papers presented to Norand Corporation for future development and
testing.
Activities
- Intel Research Council (2000, 2001)
- Intel Involved Community Outreach (1999,2000, 2001)
- Student Leader of the NSF Science and Technology Center for Computer
Graphics.
- Association of Computing Machinery
(ACM)
- ACM's
Crossroads Magazine
Publish, review both features and columns as member of Crossroads
staff.
Guest editor of issue on Computer Graphics.
- Society of Physics Students
MCNP Radiation Transport Codes talk in spring 1995.
- Evansville Astronomical Society
Lectured on quantum mechanics in 1993.
- Kappa Mu Epsilon (math honor society)
- Sigma Pi Sigma (physics honor society)
Technical Skills
- Significant experience with OpenGL, DirectX, programmable shading.
- Object Oriented Design and Development.
- 9 years experience with C, C++, Unix, MS-DOS, Windows, HTML,
- 2 years experience DBase, Clipper, Foxpro, QBasic, assembly language for
SPARC and Intel 80x86 architectures, X-Windows programming, Motif, and
graphical user interface design in X and Windows.
- 3 years experience with Java.
- Extensive interest and knowledge of computer graphics, parallel and
distributed systems, Internet technologies.
Presentations
- Lake, Adam, "Thinking of Computer Science or Mathematics as a Career?"
July 2001 at the academy of science and engineering Midsummer Conference for
High School Students, 2001. (Intel Involved outreach).
- Lake, Adam, "Real-Time Programmable Shaders" August 2000 Tech Forum,
Intel's Architecture Lab, 2000. (technical talk).
- Lake, Adam, "Thinking of Computer Science or Mathematics as a Career?"
July 2000 at the academy of science and engineering Midsummer Conference for
High School Students, 2000. (Intel Involved outreach).
- Lake, Adam, "Engineering as a career" at Century High School, 2000.
(Intel Involved outreach).
- Lake, Adam, "Non-Photorealistic Animation and Rendering at SIGGRAPH '99"
Tech Forum, Intel's Architecture Lab, 1999. (technical
talk).
- Lake, Adam, "Office of the Future: An Image-Based Modeling Approach to
Spatially Immersive Displays", Intel Graphics and 3D Technologies Technical
Talk, 1998. (technical talk).
- Lake, Adam, "3D Origami", UNC-CH Graphics Lunch, 1998.
(technical talk).
- Lake, Adam, "Office of the Future: An Image-Based Modeling Approach to
Spatially Immersive Displays", University of Evansville ACM Chapter Meeting,
1998. (technical talk).
- Lake, Adam, "Justine: A Graphical User Interface for LARAMIE", Society and
the Future of Computing Conference. 1995. (poster session).
- Lake, Adam, "Justine: A Graphical User Interface for Radiation Transport
Codes", University of Evansville ACM chapter meeting. 1995.
(technical talk).
- Lake, Adam, "Monte Carlo techniques in radiation transport codes", Society
of Physics Student's monthly technical talk. 1995. (technical
talk).
- Lake, Adam, "Justine: A Graphical User Interface for LARAMIE", SERS
Program Poster session. 1995. (poster session).
- Lake, Adam, "New rotation technique to eliminate hysteresis effects of
rotations in 3D graphics and humanly readable restart file format for
Justine." Los Alamos National Laboratory. 1995. (technical
talk).
- Lake, Adam, "Unification Theory and Quantum Mechanics (in 90 minutes)!"
Evansville Astronomical Society. 1993. (technical
talk).
Publications
- Lake, Adam, Carl Marshall, Marc Harris, Marc Blackstsein,"Stylized
Rendering Techniques for Scalable Real-time Animation", ACM
Non-photorealistic Animation and Rendering (NPAR)Symposium.. (2000)
- Ramesh Raskar, Greg Welch, Matt Cutts, Adam Lake, Lev Stesin, and Henry
Fuchs. "Office of the Future: An Image Based Modelling Approach to Spatially
Immersive Displays", SIGGRAPH '98.(1998)
- Guest Editor, ACM Crossroad's Summer 1997 issue on Computer
Graphics.
- S.R. Lee, J.W. Anderson, J.D. Fowler, W.D. Hachfeld, A.T. Lake, K.A. Van
Riper. "Justine, the Graphical User Interface for the Los Alamos Radiation
Modeling Interactive Environment", 1996 Radiation Protection and Shielding
Division Topical Meeting, American Nuclear Society, April 1996.
LA-UR-95-2909. (1995)
- A.T.Lake, J.W. Anderson, W.D. Hachfeld, S.R. Lee, K.A. Van Riper,
"Constructing On-Line Hypertext Help Systems for Scientific Visualization
Tools in the X-Windows Environment", LA-UR-95-2910.(1995)
- A.T. Lake, J.W. Anderson, W.D. Hachfeld, S.R. Lee, "Implementation of
Initial Graphics Exchange Specification in Justine", LA-UR-95-2947.
(1995)
- A.T.Lake, L. Cranor, Conferences
Offer Insights into How Computers May Affect Our Future" September,
1995, ACM Crossroads Magazine.
- S.R. Lee, J.W. Anderson, J.D.Fowler, A.T.Lake, K.R.Koch, P.D.Soran, L.A.
Crotzer, K.A.Van Riper, " Justine,
the Unified Graphical User Interface For LARAMIE", International
Conference on Nuclear Criticality, 1995, LA-UR-95-2432.
(1995)
- Lake, Adam, "Direct Democracy:
Is the United States Prepared?", ACM Crossroads Magazine, May,
1995.
Other work
- "An Introduction to Neural Networks, Theory and Application". April,
1995.
Recommendations available upon request