Resume

RANDALL ROEL RAUWENDAAL pdf
Objective
  To work with fun, intelligent and interesting people dedicated to tackling engaging and challenging research problems at the intersection of computer graphics and machine learning.
Education
2006−2013 Oregon State University Corvallis, OR
1999−2005 University of California at Davis Davis, CA
  • Bachelors of Science in Computer Science and Engineering
Coursework
 
  • Computer Graphics
  • Advanced Computer Graphics
  • Shader Programming
  • Computer Animation
  • Computer Vision
  • Information Visualization
  • Computer-Aided Geometric Design
  • Geometric Modeling
  • Scientific Visualization
  • Machine Learning
  • Bayesian Networks
  • Differential Geometry
Publications
LRSM M. Sugihara and R. Rauwendaal and M. Salvi, Layered Reflective Shadow Maps for Voxel-based Indirect Illumination, High Performance Graphics, 2014. Available online: https://software.intel.com/en-us/articles/layered-reflective-shadow-maps-for-voxel-based-indirect-illumination.
Hybrid Voxelization R. Rauwendaal and M. Bailey, Hybrid Computational Voxelization Using the Graphics Pipeline, Journal of Computer Graphics Techniques (JCGT), vol. 2, no. 1, 15-37, 2013. Available online: http://jcgt.org/published/0002/01/02/
Smoke T. Morrison and R. Rauwendaal, A Comparison of Data Parallel Techniques for High Fidelity Smoke, Intel Internal Whitepaper
Count Planting D. S. Long, S. B. Wuest, J. D. Williams, R. Rauwendaal, M. J. Bailey, Contour Planting: A Strategy to Reduce Soil Erosion on Steep Slopes, International Conference on Precision Agriculture. Available online: http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.175.9623
Conservation Farming R. Rauwendaal and M. Bailey, Analyzing Terrain Surfaces to Synthesize and Visualize Optimal-Coverage Tractor Paths for Conservation Farming, Tech Report. Available online: http://web.engr.oregonstate.edu/~mjb/WebMjb/Papers/usda.v4.pdf
Experience
2022−present Meta – Reality Labs Research Graphics Remote
  • Co-designed a novel shadow rendering approach along with proposed hardware changes for a bespoke graphics IP.
  • Proposed an Oracular Renderer as a significant enhancement over naïve cloud-device split renderer.
2015−2022 Apple – Platform Architecture Group Cupertino, CA
  • Architected and designed the Apple Tessellator, Vertex Amplification, Multilayer Rendering, Barycentric Coordinates & Primitive ID, and Variable Rasterization Rate features.
  • Led several significant X-functional efforts at Apple that resulted in differentiating IP.
  • Prototyped advanced Graphics algorithms.
  • Established and led the Rendering Research Discussion Group for 7 years (over 70 presentations!)
  • Undisclosed research.
2014−2015 Intel – Advanced Technology Group Victoria, BC
  • Provide architectural advice and consultation to game developers and middleware providers to best enable Intel graphics solutions.
  • Research new real-time graphics techniques targeted at game developers.
2006−2013 Graphics and Image Technology Lab Corvallis, OR
Grantee of Intel’s Visual Computing Initiative
  • Explored advances in the parallelization and discretization of global illumination algorithms.
Grantee for USDA Agricultural Research Program
  • Developed a contour following coverage algorithm based on GPU neural networks.
2010−2011 Intel – Advanced Visual Computing Hillsboro, OR
  • Worked on the native API for Intel’s Many Integrated Core architecture.
  • Co-authored an internal white-paper evaluating several Intel proprietary parallel programming models for vector utilization.
2004−2005 Center for Geotechnical Modeling Davis, CA
  • Developed an intuitive application to gather data from a wireless sensor network.
  • Maintained UC Davis NEESit equipment site.
2003−2004 Institute for Data Analysis & Visualization Davis, CA
  • Researched the segmentation of complex datasets through the analysis of Gaussian curvature.
  • Explored the usage of T-spline surfaces as a method for the reconstruction of terrain features based upon curvature segmentation information.
Summer 2003 Center for Urban Forest Research Davis, CA
  • Worked to develop a sophisticated 3D tree modeling program.
  • Utilized customized recursive L-systems to generate unique trees.
Summer 2002 Guidant Santa Clara, CA
  • Maintained critical operations database and developed site features.
  • Developed and designed several featured web pages.
1998−1999 Lockheed Martin Solar Astrophysics Lab Palo Alto, CA
  • Investigated nonlinear dynamics of stellar dynamos.
  • Simulated the magnetic convection currents of the sun.
  • Rendered complex visualizations of solar dynamics.
Skills/Qualifications
 
  • Extensive knowledge of computer graphics and scientific visualization, global illumination algorithms, geometric modeling, and real-time and photorealistic rendering techniques.
  • Proficient in C/C++, Zig, Java, Python, and Javascript.
  • Experienced with OpenGL, DirectX, WebGPU, GLSL, HLSL, WGSL, and many graphics toolkits.
Interests
 
  • Computer graphics, global illumination algorithms, real-time rendering techniques, scientific visualization, physically based rendering techniques, and geometric modeling.
Citizenships
 
  • U.S.
  • E.U. (Netherlands)
References
  References or recommendation letters furnished upon request.