Søren F. Ragsdale London, United Kingdom |
Personal Statement: | Systems engineer with an arts background. I care about understanding end users and their requirements, designing efficient systems, and anticipating future use cases without disrupting existing dependencies. | ||
Skills: |
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Projects: | See separate page. | ||
Professional Experience: |
Double Negative: (12/10-present)
Shader Development Group / Arnold C++ & OSL: Imageworks has been developing a custom branch of "Arnold," the commercially available global illumination raytracer. Our group has been developing the base shading node library in both C++ and OSL, the open source shading language. Shader Development Group / Renderman RSL: Shaders and development were changed from being a show's responsibility to being facility software production asset. I participated in the production-agnostic group's consolidation of dozens of legacy shaders from previous shows into a stable and consistent "best of" feature set. A show-agnostic shader department helped avoid knowledge loss and effort duplication, allowing a single developer to serve several productions simultaneously. I created tools for managing SVN repositories, and handled testing and releases for Renderman shaders. All shows included providing support for show supervisors and troubleshooting of individual shots. I Am Legend (2007): Look development & asset management. Updated car shaders and pipeline for new lighting system. Established consistent photorealistic look for "digital weathering" of car assets. Some trailer shot layout. Shader writing and look development for all "Hemocyte" clothing. Spider-Man 3 (2007): Lighting, shot production. (credited) Superman Returns (2006): Senior TD, Virtual Buildings team. Designed and evaluated possible rendering requirements and approaches. Maintained and extended existing shaders, wrote new shaders as-needed and provided shader support to the rest of the VB team. Coordinated new multistream rendering standards with other shader writers and compositors who would use its results. Attended weekly "town council" meetings to coordinate our requests and workflow with other departments and productions. Updated crowds and cars pipelines, animated and rendered CG people particle systems and procedural CG car animation for the "Metropolis Disaster" sequence.
Polar Express 3D: Rendering and compositing right-eye views for 3D production of a previously 2D movie. PEX IMAX presented a host of technical challenges beyond regular C&L duties: shot asset restoration, verification and re-use, debugging previous artists' shots, exactly replicating old renders with a constantly evolving tool set, debugging new types of stereo on an accelerated sproduction schedule. Spider-Man 2: Lighting, rendering, and compositing within the CG Building team. Responsibilities included diagnosing and fixing render errors within Renderman and Mental Ray and compositing lighting layers for photorealistic all-CG cityscapes and CG scene extensions to match live action sets.
I worked in the technical directors' department covering a wide variety of issues: Credits: Blade II, The One, Evolution, Cats and Dogs, The Haunting, Hollow Man Uncredited: Bicentennial Man, Komodo, Mission to Mars
Projects: The Truman Show, Wag the Dog, Titanic Worked in the ISPK development group. ISPK is Xaos's compiled scripting language, combining the speed of C with the objects of C++ and the flexibility of PERL. Time mostly spent optimizing ISPK's memory manager and developing a suite of corruption and leak detection tools.
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Professional Appearances: |
Siggraph 2014, "Raytracers and workflow: a production perspective": Course with Jesse Andrewartha (Imageworks) and Paul Beilby (Framestore) presenting a snapshot of the evolving DNeg rendering pipeline with emphasis on the difficulties of implementing Monte Carlo integration in RSL. Siggraph 2005, "Stupid RAT Tricks": Hybrid Ambient Occlusion, a method for drastically reducing ambient occlusion render times by combining cached contributions from static scene elements with live values from moving elements. |
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Professional Affiliations: |
ACM/Siggraph member 2989713 Visual Effects Society member 979 |
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Education: |
Bachelor of Science, University of Arizona |
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Outside Skills/Interests: |
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