Brendan Matera Rehon Email: bmrehon@gmail.com
Phone: (831) 325-4009
Download my resume here.
Education:
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Masters
of Engineering in Computer Science / 2006 /
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Specialization in Computer Graphics
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GPA: 3.58 on 4.0 scale
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Bachelor of Arts in Mathematics / 2005 /
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Concentration
in Computer Science
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GPA:
3.46 on 4.0 scale
Relevant
Courses:
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Computer Graphics, four semesters: two graduate
level courses, Advanced Global Illumination and Physically Based Rendering; a
two part undergraduate sequence; and a graphics practicum.
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Computer Animation, one year.
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Upper Division Mathematics: numerical analysis, general
analysis, number theory, linear algebra; a year of statistics and probability.
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Computer Science: analysis of algorithms;
computer networks; machine learning; artificial intelligence.
Relevant
Work Experience:
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Research Assistant for Dr. James Ferwerda, |
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Projects:
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o Graphics
Final Project: Subsurface Scattering (Spring 2006):
Programmed a system for rendering skin, wax, marble, etc. Implemented
multiple scattering described in “A Practical Model for Subsurface Light
Transport” (H. W.
Jensen et al. 2001) and a more efficient framework suggested in “A Rapid
Hierarchal Rendering Technique for Translucent Materials” (H. W. Jensen et
al. 2002). §
Screenshots coming soon… |
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o Mezame
(Spring
2006), a computer game: Graphics
programmer for a 3D fantasy style game written in C++ and OpenGL. Created a
system for parsing/loading in skinned models (.X format) for animation using
hierarchal bones. |
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o Master’s
Project: Physics of Deformable Objects (Fall 2005):
Programmed a real-time 3D deformable object simulator in C++ and DirectX,
fully implementing the SIGGRAPH paper “Meshless Deformations Based on Shape
Matching” (M. Mueller et
al. 2005). |
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o Feeding
the Birds
(Spring 2005), a five minute animation: Lead texture artist for a semester
long group animation project receiving a grade of 4.3/A+. Responsible for setting
up shading networks for characters and scenery; texturing, modeling, rigging
and MEL scripting sparrows; and utilizing technical features of Mental Ray
(ambient occlusion). Screened at the Willard Straight Theatre in §
Feeding The Birds – 30 meg AVI
(XviD codec) |
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o Volume
Renderer
(Fall 2004): Programmed a Java viewer for medical CT scan data, inspired by
the SIGGRAPH paper “A Model for Volume Lighting and Modeling” (J. Kniss
2003). §
Screenshots coming soon… |
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o Save
the Forest!
(Spring 2004): Designed a 3D game in Java and OpenGL, featuring shadow
mapping, realistic projectile physics using numerical integration and collision
detection, particle systems, and a deformable terrain system wherein
explosions leave both a crater and a charred surface. §
Screenshots: |
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Renderings:
An old animated character of mine modeled in 3D Studio Max; one of my first
endeavors in complicated shading. §
Screenshots: |
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Art Portfolio:
A sampling of my older fine art works. |
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Programs: Alias Maya Unlimited 6.5 3d Studio Max 7
Adobe Photoshop Adobe Illustrator
GIMP Mathematica
Eclipse IDE CodeWarrior
Microsoft Visual
Studio Microsoft Office
NVIDIA FX Composer ATI RenderMonkey
Languages/Frameworks: C++ Java
Cg/HLSL RenderMan
OpenGL DirectX
Matlab MIPS
Perl Unix shell (bash/tcsh)
Activities and Project Links:
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Staff Writer for Cornell
Lunatic (campus humor magazine) 2001-03
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Recreational artist:
A portfolio of early work