Curriculum Vitae of Adam Lake


Personal Information

Education

Scholarships

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.

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Publications

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