Software Engineer Iv
Digitalis Education Solutions
Lead technical developer of 3D astronomy simulation engine, NightshadeNG. Replaces legacy engine used in planetariums worldwide. Allows for interactive exploration of the Earth, other planets, our solar system, the surrounding galaxy and beyond. ---List of engine features I worked on personally--- * Non-linear projection (i.e. > 90 degree field of view)* Physical light model including; Visible spectrum emitted from sun to planets and moons + indirect bounce from planets to moons, radiance buffer for physically based blend of planet atmosphere with background stars/planets, BDRF shading models (oren-nayar) for planetary bodies.* Scalablity to display millions of actual stars simultaneously in motion at interactive frame-rates.* Dynamic shadows, i.e. moon and ring shadows cast on planets. * Navigation sub-system for flight and viewing.* Keyboard, game-pad, mouse, and script interfaces to navigation sub-system.* Integration of NASA's 'ephemerides' for planetary motion and orbit lines.* Integration of terrain engine (osgEarth) for detailed display of Earth, Mars, Moon, Mercury and Europa.* Integration of precomputed atmospheric scattering shader (PCAS)* Integration of CEGUI for user interface layer.* Integration of Lua using toLua++ to provide a scripting sub-system.* Audio sub-system using osgAudio and OpenAL.---Technologies Utilized---* C++; engine core* OpenGL 3.1+, fixed function pipeline mostly disabled* GLSL and lots of it* OpenSceneGraph, osgEarth, osgAudio, osgCairo/Pango* Lua* CEGUI* MariaDB