Jarrod Smith Email and Phone Number
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A technical creative with special enthusiasm for digital art, creative collaboration and producing efficient solutions that honour both the aesthetic goals and the technical constraints. With a background as a graphics and shader specialist with substantial games industry experience in bespoke effects and overall graphics engine design and implementation, I'm interested in projects that leverage my programming expertise, creativity and production experience.I've been fortunate to work in a variety of capacities on wildly varied projects from screen effects for feature film to computer games to live AR performances. This has given me a diverse skill set both in terms of technical expertise and project management, backed by a deep knowledge of software development and a love of creativity, lateral thinking and beautiful results.Real-time graphics and effects, GPU shaders, efficient renderer and material systems design. Creative collaboration and bridging the "art-code" divide. High performance systems design and implementation, GPU and CPU architectures, high and low level optimisation techniques, C++, Multi-threading / TBB, OpenGL, Direct3D, Metal Graphics, Java, Python, CMake, Processing. Emscripten, WebGL 2, HTML5 Canvas, Javascript, NodeJS, Android and iPhone development.
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Senior Software EngineerArdent Blue Technologies Feb 2021 - PresentBridgewater, Nj, Us -
Embers - Original Ios AppColours And Numbers Jan 2016 - Dec 2020Received a modest amount of VC to develop an original app concept. This is a high-performance multi-threaded iOS app developed entirely in Swift and utilising the new Metal Graphics APIs to visualise large volumes of data on iPhone / iPad. - High performance multi-threaded architecture utilising GCD, with carefully designed data structures to minimise the need for mutex locking.- High-performance multi-pass renderer using new Metal API. - Used Verlet integration to do the main physics step to minimise data sent to GPU. CPU and GPU share same buffer, no data reformatting.- Novel particle trail rendering technique: arbitrary trail length for no additional cost, allowed trails to be drawn using particle data, requiring only one buffer refresh.- Low-level optimisations such as SIMD instructions and branchless selects.- Bespoke interface elements.- Patent pending, prepared patent application.Launched in December 2019!https://apps.apple.com/us/app/embers/id1100061891
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Cofounder / CtoColours And Numbers Aug 2012 - Aug 2017Colours and Numbers is the creative partnership of myself and Iain Greenhalgh, an experienced art director and designer. We like to think of ourselves as creative problem solvers across all mediums, with a particular focus on the emerging field of interactive visualisation.Please see our portfolio for details on a number of projects not listed here: www.coloursandnumbers.net
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Lion: Screen Graphics For Feature FilmColours And Numbers Feb 2015 - May 2015I developed historically accurate functional replicas of Google Search and Google Image Search as they were in 2010 to be used by the main character on his laptops (played by Dev Patel) during live-action filming. This actually required two versions of each to be created as Google did a major restyling that year. I used internet archives and other research to be as accurate as possible to how the originals looked and functioned. I developed several other websites that were used by the main character at various key plot points. I also liased with Google in order to hack an old version of Google Earth for use in the film, and add effects such as glitches and slow loading. I communicated with the Art Director, Director and Production Designer to provide the visuals and interaction needed to capture these moments in the film.A very fun project capped off by the intensity of shooting on a feature film set and seeing first-hand the amazing performances and beautiful work of everyone involved. - HTML5, CSS, PHP and Javascript.- Network lag simulation for realistic response times and image loading, running on a local server with accurate URLs e.g. “images.google.com"- Automated the keyboard input so that the Dev could type anything and the correct search text, sequence etc. would come up.- Supervised scenes during shooting, trained the actors in the use of the software, in some instances doing the live action myself when the actor wasn’t visible in shot. Also worked with 2nd unit for additional shots.- Software ran on Windows XP using 2010 Internet Explorer on a Dell DV5000 (from 2006!) as well as a Dell DV7 (2010).- Software absolutely had to work first time, every time on a costly movie set.http://www.imdb.com/title/tt3741834/
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Nightingale And The Rose: Custom Software For Short Film VfxColours And Numbers Nov 2014 - Jan 2015Nightingale and the Rose: Custom Software for Short Film VFXhttp://www.coloursandnumbers.net/portfolio/nightingale/- Won Best Australian Short film at MIFF 2015.- I developed a physics simulation and rendering system for generating various animations required by the film.- Novel physics-based algorithm for solving streamline placement problem, rendering to 2K HD output.- Animation via editable vector fields with perlin “wind”.- Developed an editor that was used by the art-director to create the final shots.- Additional code to create the final “climax” shot of the film.- Was in large part given responsibility for developing the style of motion in the different scenes.- Java / Processing / Box2D“Thanks so much for making the process so easy and the results so spectacular. Everyone is very impressed by your contribution.” – Nicky Marshall, Producer, Method Studios.“One simple word, an exclamation shared by all the judges, conveys the visual and storytelling wonder of this film: Wow! This beautiful animated short is a collaboration between filmmaker, visual artist, musician and an outstanding voice cast, and everyone involved is at the very top of their game. The visuals are sensuous and often breathtaking... Wow, just wow!” - MIFF Jury Statement.
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Singtel Dash: Augmented Reality Product LaunchColours And Numbers Feb 2014 - May 2014I was technical lead developing software and content for a seven minute live augmented reality presentation launching Dash in Singapore and demonstrating it’s features to an audience of over 200 members of the press, commentators, shareholders and executives. The event was also covered by various TV and internet outlets.http://www.coloursandnumbers.net/portfolio/singtel-dash/ (includes video of live show)- Developed an AR calibration system so that we could rapidly calibrate the real-world camera and stage locations/orientations into virtual 3D space and achieve a perfect match.- Various objects had to interact with the stage geometry and their shadows appear to be cast onto the stag (developed custom shadow shader).- Unity 3D: Physically-based shading, shadow mapping, numerous custom shaders, skinned animation, video processing.- Robust marker tracking for a live show.- Flexible particle system to generate the various interactive “money flows”.- Processed 1080p @ 60fps HD-SDI input from a BlackMagic Cinema Camera and DeckLink.- Reliability was absolutely critical: this was a one-off live show, also being recorded by press.Note: we had no control over the art direction of this project and aren’t particularly pleased with it on that front, although we are very proud of the tech and execution.
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Blackberry Bb10 Dev Alpha DeveloperColours And Numbers Jun 2012 - Jul 2012Developed an experimental Twitter stream visualisation app for the prototype Dev Alpha device using the BlackBerry 10 Native SDK (C/C++). The app JSON parses ~150 tweets per second, simulates gravity on 5000 particles, renders a high-quality gaussian glow effect and leverages the new GamePlay3D.org engine.Presented the app with a technical discussion at the BlackBerry 10 Jam in Sydney and Bangkok.http://www.youtube.com/watch?v=jof8zJ0isjIhttp://devblog.blackberry.com/2012/07/blackberry-10-jam-sydney/http://www.kotaku.com.au/2012/07/why-studios-are-still-developing-blackberry-games-yes-really/
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3Dsmax - Bifrost IntegrationAutodesk Sep 2018 - Oct 2020San Francisco, Ca, UsBifrost, a new Autodesk technology, is a visual programming environment and compute engine for creating complex effects and 3D scene manipulations. I was the founding member of the team to integrate this technology into 3dsMax. This very ambitious, highly technical and exciting project required a deep dive into the core of 3dsMax from its modifier stack, to mesh APIs, multithreading, materials, offline and viewport rendering, and the UI system, challenging us to engineer an efficient integration.Some of my specific contributions:- TBB multi-threaded mesh merging API.- Multi-threaded mesh conversion Bifrost <-> 3dsMax.- 3dsMax viewport rendering of Bifrost objects.- Recursive instancing support for supporting World Building and procedural modelling workflows.- Multi-threaded mesh-splitting for multi-material support.As a team we pioneered a number of new development processes including componentisation, a new testing system with excellent code coverage and a new Jenkins build system. -
3Dsmax - Shared ViewsAutodesk Feb 2018 - Apr 2018San Francisco, Ca, UsI worked on improvements to the 3dsMax SVF exporter as well as the deep technology stack behind the Autodesk Viewer, an online WebGL model viewer. This workflow allowed 3dsMax users to export a scene to the cloud and view the result online.- VRAY Material support, matching WebGL rendering results to VRAY materials as closely as possible.- Autodesk Protein material support.- Automated multi-threaded polygon reduction using the PolygonCruncher library. This required a round trip conversion of 3dsMax mesh format to/from PolygonCruncher. Made several bug fixes in collaboration with the library author and created a sample repository for use by other teams.- Exporting baked lighting from 3dsMax renderers for high quality lighting in the online viewer. - Contributed an improved Visual Studio integration and workflow for Autodesk's internal CMAKE / python build system.- Gamma correct rendering.- Extensions and fixes to the Forge cloud-based stages of the export pipeline as well as the Javascript / WebGL viewer. -
Stingray Game Engine - Hummingbird IntegrationAutodesk Jun 2017 - Jan 2018San Francisco, Ca, UsOn this project I integrated the Coherent Hummingbird UI system into Stringray. Hummingbird is a library for rendering HTML5 / CSS in embedded systems, including Javascript V8 engine support. I developed an extensible binding system that implemented a complete binding between the Stringray C++ core, the Stingray LUA core and the V8 Javascript engine. Both data and function call bindings (with parameters) were efficiently supported between all three systems. I also integrated the Hummingbird renderer into the Stringray rendering system, exposed the UI textures to the Stringray material system and supported multiple UI scenes that could be rendered-to-texture independently. This allowed for highly flexible and powerful UI that could be used as a regular screen-space UI, easily integrated into the game's logic and 3D scene and also used for VR UI such as Oculus Rift. I was in direct communication with Coherent Labs throughout development and assisted them in several bugfixes and API changes to the Hummingbird library. Created a new helpdoc generation workflow for Stringray plugins. Note: Hummingbird is now called "Gameface"https://coherent-labs.com/products/coherent-gameface/ -
Bap Interactive VisualisationMindhive Mar 2017 - Jun 2017Auckland, Auk, NzI designed and developed an interactive physics-based visualisation to serve as the front-page for the BAP (Business Assets Platform). I used the Pixi.js graphics API for rendering and integrated the canvas into a React front-end. The system queried a Meteor backend to discover relationships in the BAP dataset and present them as a graph network. Clicking on nodes and labels would further expand the graph with more relationships, yielding a beautiful and fluid method of discovery.- Supported phone, tablet and desktop screens through adaptive layout. - Graphic design of complete look and feel as well as producing branding copy.- Carefully researched the client's business model and pitched a complete development roadmap that included UX, branding strategy and novel tech such as leveraging Google's Natural Language Processing (NLP) API.- Seamless integration and alignment of React / HTML / Pixi.js HTML5 Canvas elements. -
Stingray Game Engine / Webgl 2Autodesk Dec 2016 - Mar 2017San Francisco, Ca, UsWorking with the wonderful Autodesk Montreal MEI team on the WebGL 2 platform of the Stingray engine and integrating into Live Design.- Optimising load times of the WebGL 2 Stingray platform.- Optimising shader permutations.- Developed an automated benchmarking system to systematically profile and graph asset load times.- Node.js server development.- Emscripten translation of C++ Stringray codebase to Javascript with WASM support.My work resulted in a very large reduction in load times (~10x). Prior to this effort, most datasets took an impractical amount of time to load. -
Crowd / Fire Simulation PrototypeAutodesk Sep 2016 - Nov 2016San Francisco, Ca, UsI worked with the team at Autodesk MEI in Montreal (formerly M&E) on a prototype connecting together a deep stack of technologies in order to perform smoke, fire and crowd simulations on arbitrary 3D buildings and visualise the results interactively in a browser. My role was to oversee and integrate the various components being developed by different team members, develop a web application that facilitated the communication between these components and bring them together into a unified prototype product. As such I did development work leveraging a wide range of tech including Emscripten, NodeJS, Express, C++, Lua, Javascript, WebGL 2, HLSL, GLSL, Amazon EC2, S3 and Autodesk Forge cloud services.I worked directly on the Autodesk Stingray game engine, developing a plugin to receive smoke and fire simulation data and do visualisation and play-back in realtime for WebGL 2. I also adapted a multi-threaded CFD fluid simulation and designed a compressed binary format suitable for transferring large volumes of fire/smoke simulation data from the EC2 server hosting the service to the Stingray engine for efficient loading.The NodeJS web application included several endpoints to facilitate Oauth2 to Forge, cloud-based simulation of fire/smoke on the building geometry, cloud-based crowd simulation, and caching of results for replay in the UI. Finally, I provided a post-mortem feedback on the different Autodesk technologies used.A fascinating and challenging exploratory project that turned out very well - utilising cutting edge tech - and took the idea of "full-stack development" to a whole new level! -
Fairfax Streaming Radio App - Android DeveloperConduct Hq Aug 2015 - Aug 2015Melbourne, Victoria, AuDeveloped the Android Fairfax Radio app for streaming of live radio audio, news audio and live studio video, news headlines and weather.- Sophisticated background service for handling live audio streaming and program schedule information.- Audio playback and UI supporting seeking, volume, pause, audio focus, ducking.- Integration with extensive REST backend utilising Volley, Loader and EventBus APIs.- Adherence to Google Material Design, floating action button, swipe to refresh, fading action bar, navigation drawer.- Calendar arithmetic and parsing of schedule information to display localised show schedules for the user's current time zone in sync with the live stream.- Switching between seven different Fairfax stations.- Sleep and wake alarms triggering live radio streaming.- Custom View for rendering animated waveform. -
Android DeveloperConduct Hq Oct 2014 - Oct 2014Melbourne, Victoria, AuDeveloped the Android version of the Royal Children's Hospital "Okee in Medical Imaging" app. The app provides information for patients and their parents prepare about the various medical procedures and devices they will encounter which in Medical Imaging can sometimes be daunting for kids. The app seamlessly switches between a 3D Unity game and back to the standard native Android app. To ensure consistency and ease of updating between the iOS and Android versions, the layout of all the content screens was data driven by JSON and generated programatically.- Seamless switching between standard native Android to full-screen Unity within the same app.- Programatic layout of all content screens data-driven by JSON.- Native video streaming from Vimeo.- Adaptive layouts and image resolutions for a wide range of tablet and phone screens.- Google maps integration. -
Web And Mobile DeveloperConduct Hq Jul 2012 - Mar 2013Melbourne, Victoria, AuMobile developer with the awesome Conduct team, primarily for Android and BlackBerry 10, as well as web development including PHP / JQuery / Cake / SQL.www.conducthq.com -
Quickflix - Blackberry 10 DeveloperConduct Hq Jul 2012 - Jan 2013Melbourne, Victoria, AuLead Developer on the QuickFlix app for BlackBerry Z10 and Q10 devices. This allowed for searching, browsing, purchasing and streaming of Quickflix video content to the device. I was solely responsible for virtually all development and worked closely with the client. This project required that I rapidly learn a new API and platform only recently out of beta (BB10/Cascades). - Utilised the Cascades UI system do deliver a fluid and responsive UX, that replicated the design precisely. - Developed threaded list view to allow high speed seamless scrolling through the entire catalogue of titles, asynchronously loading and caching images and other requests to the Quickflix backend.- Complete integration with Quickflix backend API, including token-based SSL sign-in, in-app purchasing and graceful handling of all error codes with user-friendly messages.- Wireframing and design to ensure the UX matched BB10 standards and mapped well onto the Cascades system.Case study: http://conducthq.com/work/quickflix/ -
Android DeveloperConduct Hq May 2012 - Jun 2012Melbourne, Victoria, AuDeveloped a kiosk app for Android tablets using the latest ICS platform. The app automatically booted on load to play a video before allowing the user to request additional information and subscribe to an e-mail list via the MailChimp API. Also created an automated Ant installation script for rapid deployment to 30 devices which were physically sent to select individuals. The script/app paired each device to the individual to eliminate the need for any form fields. -
Android Developer / ConsultantConduct Hq Mar 2012 - Apr 2012Melbourne, Victoria, AuContracted to provide Android consulting services to a 3rd party developer and assist them in the production of the "Vivi in Stile - Peroni" app. Along with consulting on the overall project design and implementation I was responsible for developing the extensive custom UI/UX and integrating this into the back-end. This included development of a novel, gesture-based, animated UI menu element used throughout the app as an important distinguishing feature. This required careful profiling and optimisation accounting for Android's rendering system and variance in the processing power of devices.https://play.google.com/store/apps/details?id=uk.co.viviinstileperoni -
Android DeveloperConduct Hq Oct 2011 - Dec 2011Melbourne, Victoria, AuContracted to develop an Android Application for ONEmobile to be released via Android Market as well as pre-installed on ONEmobile handsets. RESTful web server requests over SSL, credit card transactions, Maps, Directions and GPS integration, Push Notifications, QR Scanner, customised scalable UI, asynchronous background services, Facebook SDK integration, SQLite database.The app needed to run on the widest possible range of Android handsets. I undertook extensive testing on a variety of different physical devices and added graceful handling of APIs that weren't present on older devices. One novel feature was the ability of the app to alert the user when they were near a ONEmobile promotional stand. I integrated with Google Maps to allow ONEmobile staff to update these locations, which the app would lazily pull and cache if needed via KML.https://play.google.com/store/apps/details?id=au.com.onemobile.android.app -
Augmented Reality DeveloperConduct Hq Oct 2011 - Oct 2011Melbourne, Victoria, AuContracted to research and develop an Augmented Reality (AR) rapid prototype for an unannounced project. Used Adobe Flash Builder, FLAR library and Away3D rendering library to create a prototype deployed as a flash SWF viewable in a standard browser. Featured rendering and AR manipulation of detailed normal mapped and environment mapped models. -
Web DesignerTouch Projects Aug 2011 - Oct 2011Melbourne, Victoria, AuFreelance web design contract for www.touchprojects.com.au. Designed and implemented a customised WordPress theme and Content Management System, as well as a blog component with syndication. Used JQuery and MooTools throughout, including development of a clean, dynamic presentation of the client's extensive project history (see "Experience" page), as well as page and content height calculations to give consistent footer positioning. Developed custom PHP templates to ensure virtually all site content is easily editable by the client.www.touchprojects.com.au -
Senior ProgrammerBlue Tongue Entertainment Jul 2004 - Aug 2011AuDesigned and implemented new graphics engine and material system for Wii platform for "De Blob 2". Graphics programmer for PS3 and X360 platforms for "De Blob 2", adapted Wii material system to PS3/X360 and implemented effects for all platforms. Principle graphics programmer for "De Blob" and "De Blob 2" on Wii. Principle of game world sub-team on "Barnyard" (Wii, GameCube, PS2, Windows). THQ Best Team Award for "De Blob".GDAA Best Graphics Award for "De Blob". -
Software Engineering TutorUniversity Of Newcastle 2002 - 2004Newcastle, New South Wales, AuMarked exams and assignments, and gave weekly tutorials to students of first and second year software engineering subjects including programming, software design and online ethics. -
Programmer, Technical AdvisorLanders Media 2002 - 2003Landers Media monitors Hunter Region television, radio and print news reports for clients. Suggested and developed an application for the data entry personnel to enter media reports. The application ran in multiple instances across a network and automatically collated all reports, filtered those relevant to each Landers Media client, and instantly e-mailed the client when it detected a high-priority media event.
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Web DesignerMidac Technologies 2000 - 2001End-to-end website design including project management, direct client liaison, graphic design and technical production. Experience with CSS, JavaScript and PERL. Developed strong Photoshop and HTML skills.
Jarrod Smith Skills
Jarrod Smith Education Details
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University Of NewcastleA.I. -
Powers Business CollegePrint Media
Frequently Asked Questions about Jarrod Smith
What company does Jarrod Smith work for?
Jarrod Smith works for Ardent Blue Technologies
What is Jarrod Smith's role at the current company?
Jarrod Smith's current role is Senior Software Engineering Consultant - Ardent Blue.
What is Jarrod Smith's email address?
Jarrod Smith's email address is ja****@****.net.au
What schools did Jarrod Smith attend?
Jarrod Smith attended University Of Newcastle, Powers Business College.
What skills is Jarrod Smith known for?
Jarrod Smith has skills like Opengl, Game Development, Xbox 360, Game Programming, Shaders, C++, Computer Games, User Interface, Html 5, Web Development, Android, Hlsl.
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