With the help of the awesome team at RenderMan, I was able to add a comprehensive set of python bindings to interactively edit ray traced scenes. I also had the oportunity to work on RenderMan XPU, and presented some features at the RenderMan Science Fair at Siggraph 2018.
I was an intern for the Idaho National Laboratory. There I worked on using CAVE systems, Stereo Walls, and VR headsets to visualize tomography data.
During my undergrad, I was a research assistant for John Edwards. Together, we worked on an algorithm to construct something we call "object resolving quadtrees" by taking advantage of every day consumer graphics cards.
Our work was mainly to improve generalized Voronoi Diagram and distance field construction, which in turn could improve robot traversal, physics simulations, data visualization, and many other things.
Google summer of Code allows students to work with a mentor to learn more about open source development.
In the program, I wrote a proposal to Blender on improving the performance of vertex painting.
My proposal was a success, and my vertex painting tools should be merged into the official Blender program in 2.8. (Shout out to my mentor, Bastien Montagne, and Pachupp for the art!)