Glenn Raudins Visual Resume | |
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Welcome to my Visual Resume. This page represents an informal perspective on my career, which has consisted of software positions in the 3D graphics industry, in 3 states. I have developed and lead software projects in the CAD, Visual Simulation, Photo-Realistic Rendering, and Medical Visualization industries. The companies that I have worked for range from extremely small start-ups to large corporate giants. If your company is looking for someone who has experience leading software development projects in the 3D graphics market, feel free to contact me. I might be interested in a new challenge.
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Independent Projects:
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If you would like to see some of my independent 3D projects, which include high performance scene graphs,
progressive meshing, subdivision surfaces, delaunay triangulation, terrain rendering, HLA/RTI,
Active Surface Definition, lofting and more,
click here to go to my 3D investigations/projects page.
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Philips Medical Systems: (1997-Present)(formerly Marconi Medical System, formerly Picker International)
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Direct Volumed Rendered: Color Compositing with Gradient Shading.
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Philips Medical Systems develops and sells medical imaging equipment (CT, MRI, Nuclear Medicine.)
The company previously was Marconi Medical Systems, previously Picker International.
I joined Picker to develop 3D Visualization/Volume Rendering for one of its CT scanners. Due to the fact that the scanner is a currently shipping product, I can not say much about the product and its development. Without releasing proprietary information, I can say that the resulting rendering system is one of the most flexible and scalable systems I have ever seen or worked on. After completing the CT scanner project, I went on to do a volume rendering research project, investigating algorithms for efficient projection of the data and increased image quality. Sorry, can't elaborate on this topic either in a public forum.
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Direct Volumed Rendered: Maximum Intensity Projection
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I am now a 3D Software Architect responsible for 3D visualization technologies
Philips Medical. This includes enhancing the 3D visualization offering from the company
products, improving image quality, and applying new 3D visualization technologies to
develop new products. I am responsible for core decisions that affect
our 3D visualization technology directions.
Without compromising current projects, keywords include: volume rendering, texture mapping, fragment programming, and raycasting. Cleveland, Ohio
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Lightscape Technologies: (1995-97)
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![]() Chiostro was modelled in an external modeling tool, then imported into Lightscape where the lighting was computed for this naturally lit scene. It could then be manipulated in real-time in Lightscape or the stand-alone Lightscape file viewer. Chiostro Image (C) Discreet Logic. Visit the Lightscape website to see more great images created by the technology.
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Lightscape Technologies was the first company to develop a commercial
implementation of radiosity for photo-realistic lighting and
visualization. The technology allowed generating scenes of a
photo-realistic nature that could be manipulated interactively,
including real-time walk throughs.
I joined Lightscaped Technologies as the 13th employee. (We were small enough that we were located across the hall from a psychiatrist!) I was one of the two person team formed to develop a Windows NT version of the existing SGI application. I ported all the rendering (IrisGL) and radiosity libraries to NT using OpenGL then developed portions of the new Windows based application and its architecture. On subsequent releases, I was responsible for the cross platform OpenGL/IrisGL display systems, adding new features, improving performance, and designing the next-generation display system. In addition, I was given the role of Project Lead of the Performance Team. The team's goal was to improve the product performance by at least 3 fold. The team achieved this goal and surpassed it. (Some performance improvements were 11x.)
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To round out my career with Lightscape, I took on the role of
Marketing Manager of Internet Applications and Hardware Vendor
Relations. The first portion of the job was to find ways to address
the Internet/Web content development with our application. Resulting
projects included integrated VRML and panoramic image exporters.
The second portion of the job was managing relationships with
hardware vendors, mostly the 3D graphics board vendors.
Compatibility testing, driver debugging, trade show support, and
bundling deals.
My last projects with Lightscape were: Project Manager of the Network Rendering project, and the Microstation file exporter. Lightscape peaked at around 50 people and then declined as business models and pricing changed. The company ceased to exist around December 7th of 1997. It was bought out by Discreet Logic. Unfortunately, the technology never fully got a chance to be proven in the market place. (Though since AutoDesk has since bought Discreet Logic and therefore owns Lightscape, it may make it yet.) I left to join Marconi/Picker just as Lightscape ended. We had proven that a high powered SGI graphics application could be ported to NT, and that it soon out sold the SGI version by so much that all future SGI development was stopped. San Jose, California
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Coryphaeus Software: (1993-95)(later renamed to Centric Software)
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![]() Space Station Freedom - Modeled with Designer's Workbench and run in real-time in the Animation Editor or EasyScene. Image Copyright Coryphaeus Software
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Coryphaeus Software sells software for the Visual Simulation industry
(flight & driving simulators, avionics prototyping, modeling tools.)
Their products included (at the time):
I joined Coryphaeus Software as the 7th employee, to manage an Air Traffic Control rapid prototyping project. This project involved finding a graphics platform that could drive two Sony 2k x 2k monitor. The final platform choice was a Sun Sparc platform. I ported the company's modeling/animation application, and the stand alone animation run-time product from the SGI to the Sun.
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After delivery of the ATC project, I was given the role of Lead
Programmer on the real-time Animation portion of the Designer's
Workbench product. The animation system allows attributing behaviors
to objects in the geometric scene. These behaviors could be driven
by live data coming across shared memory, or the network. Animation
could be performed in both the modeling application and via a
stand-alone application or library that could be linked into the
customer's code. Customers used the animation system for simulation
aircraft controls, flight data playback, and simple scene
management.
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![]() Instrumentation Cluster - Modeled in Designer's Workbench and attached to live simulator data using the Animation Editor. Image Copyright Coryphaeus Software |
After two releases working on the animation system (2.0.1 and 2.1), I was promoted to Product Manager of the Designer's Workbench product (a $2.3 million/year product), which includes both the animation system and the geometric modeling system. I was responsible for the Version 3.0 release of the software, including scheduling, determining requirements/feature sets, design, and the project team. After the 3.0 release, Coryphaeus was a 25 person, on its way to a 50 person company. Company direction changed to pursue the "holy grail" of making a modeling/animation/run-time product for the gaming industry (game development with no coding). I left to pursue other interactive and photo-realistic visualization endeavors at Lightscape Technologies. Los Gatos, California
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Intergraph (1992-93):
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At Intergraph, my main project was to design and implement an OpenGL back-end for the Microstation CAD package. The product was marketed under the name MOGLE (Microstation OpenGL Engine). Working closely with the Microstation developers to get the necessary hooks put into the software, I was able to accelerate the Microstation rendering with OpenGL, allowing us to provide hardware acceleration which previously was not possible. After the first version, Intergraph chose to make this into a real project with an entire team to continue to work. This project was done on Intergraph's own OpenGL on NT before OpenGL or NT had been released. I left Intergraph at the completion of version 1. Huntsville, Alabama
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A proud graduate of the Ohio State University's CIS Engineering program. GO BUCKS!