Jonathan Ragan-Kelley

Current Address Online Permanent Address P.O. Box 12290 [email protected] 1205 11th Ave. Stanford, CA 94309 http://graphics.stanford.edu/~katokop1 Salt Lake City, UT 84103 (801) 913-0101 (801) 538-0348

Objective To apply skills and experience in graphics and systems to continue to push the cutting edge of computing.

Education (class of 2004) :: 2000 - Present GPA >3.9 Honors in Computer Science President's Scholar, Computer Science and President’s Award for Academic Excellence Tau Beta Pi National Merit Scholar

Rowland Hall-St. Mark’s School :: 1988 - 2000 Salutatorian, graduating with Distinction in Computer Graphics

Work Experience Stanford University Computer Graphics Laboratory :: Jan. 2001 - Jun. 2002, Jan. 2003 - Present Research Assistant and Independent Researcher, under Currently leading a joint project with Industrial Light & Magic and Tippett Studio investigating a compiler approach to interactive lighting design for renderman scenes on programmable graphics hardware. Participant in real-time programmable shading research. Generalized “All-Frequency Shadows Using Non-linear Wavelet Lighting Approximation” [Ng03] to global light transport, including implementation of massive parallel ray tracing and data transformation system necessary for feasible data generation; results presented with original paper at SIGGRAPH 2003. Explored parallel volume rendering on commodity programmable graphics hardware. Performed scalability analysis for real-time compositing in the first general interactive volume visualization system built on a commodity graphics cluster. Profiled and analyzed graphics and I/O performance on the cluster to determine appropriate parallelization and data transportation solutions. Demonstrated this work at SIGGRAPH 2001 with colleagues from Stanford and .

NVIDIA Corporation :: Jun. 2002 - Aug. 2002 Intern, Exluna and Cg groups, under Matt Pharr and Nick Triantos Applied expertise in programmable shading, graphics hardware, and content creation towards advanced research and development on next-generation graphics architectures. Worked in a small independent group to integrate the advanced rendering expertise of R&D-spin-off Exluna (Larry Gritz, Crag Kolb, Matt Pharr) into future NVIDIA technologies under a broad mandate to bring feature film- level graphics to hardware and interactive applications while increasing the accessibility of programmable graphics hardware to developers. I personally wrote the first draft of our proposed research direction after the merger.

Relevant Coursework Advanced Operating Systems (A+) :: Spring 2003 Extensively read and analyzed contemporary and historical research in operating systems. Developed and exercised skills of critical analysis and contextualization of research, and recognition and synthesis of intellectual movements in research.

Computer Architecture & Design – Digital Systems II (A+) :: Spring 2003 Studied pipelined RISC processor design, I/O subsystems, and memory hierarchies.

Digital Photography & Image-Based Rendering :: Spring 2002 Independently completed large, novel project exploring applications of on-chip image-processing logic in future CMOS image sensors [http://graphics.stanford.edu/~katokop1/cs448a-02-spring/final/index.html].

Realistic Image Synthesis :: Spring 2002 Thorough study of physically-based algorithms for realistic rendering, with focus on modern Monte Carlo ray tracing. Implemented a full Monte Carlo ray tracer with photon mapping to recreate realistic global illumination from natural light in a complex architectural scene [http://graphics.stanford.edu/~katokop1/cs348b/final/index.html].

Real-Time Graphics Architectures :: Autumn 2001 Profiled performance in modern graphics processors. Implemented an experimental system for Renderman shader specialization and meta-compilation to the Stanford Real-Time Shading Language to enable interactive lighting design for feature film scenes on programmable graphics processors [http://graphics.stanford.edu/~katokop1/relight.pdf].

Skills Fluent in C/C++, Java. Extensive experience with Systems, Graphics Hardware, OpenGL, Programmable Shading, Ray Tracing.