Software engineer with over ten years experience in computer graphics, including image processing; 2D image and 3D model file format conversion; 3D modeling and rendering. Excellent C, C++ and UNIX skills. Strong background in Perl, Java, web design, GUI programming on multiple platforms, system administration of multiple operating systems.
Maintained and implemented new features for Pixar's PhotoRealistic RenderMan (PRMan). Contributed to the 3.9 to 13.5 releases of the software. Notable contributions include:
Provided technical support for RenderMan studio customers; tutored customers on use of RenderMan and Shading Language; debugged and optimized RenderMan input data from customers.
Software development credits for Finding Nemo, The Incredibles, Cars, and Ratatouille.
Developed Java based client for ACME, a facility for remote acquisition of data to construct object models for virtual reality applications. Implemented ACME's client-server network protocol using Java remote method invocation and socket transport. Created graphical simulation of remote equipment (positioning devices, camera, laser) using Sun's Java3D toolkit.
Developed library of routines for optimizing and converting 3D models between in-house proprietary and standard file formats. Created Adobe Photoshop image conversion and filter plugins for use by game artists. Developed image and 3D model preview tools for use on Sony Playstation graphics hardware, and Windows PCs using OpenGL and accelerated 3D cards.
Worked on initial release of Dizzy, a plugin for compositing Apple QuickDraw 3D models into Adobe Photoshop; responsible for plugin integration and compositing code as well as aspects of user interface. Developed color space conversion, image processing, and compositing algorithms for accurate import and export of layered Photoshop images. Integrated 3rd party renderer packages into Vertigo 3D modeling software.
Designed file format for storing depth data from NRC laser rangefinders. Wrote tools for viewing and constructing polygonal meshes from laser scans on SGI machines.
Per H. Christensen, David M. Laur, Julian Fong, Wayne L. Wooten, and Dana Batali. Ray Differentials and Multiresolution Geometry Caching for Distribution Ray Tracing in Complex Scenes. Computer Graphics Forum (Eurographics 2003 Conference Proceedings), pages 543-552. Blackwell Publishers, September 2003.
Per H. Christensen, Julian Fong, David M. Laur and Dana Batali. Ray Tracing for the Movie 'Cars'. Proceedings of the IEEE Symposium on Interactive Ray Tracing 2006, pages 1-6. IEEE, September 2006.
Per H. Christensen, Julian Fong, David M. Laur, Dana Batali. Multiresolution geometry caching based on ray differentials with stitching. US Patent 7,196,704
Per H. Christensen, Julian Fong, David M. Laur, Dana Batali. Multiresolution geometry caching based on ray differentials with modifications. US Patent 7,199,795
Per H. Christensen, Julian Fong, David M. Laur, Dana Batali. Flexible and modified multiresolution geometry caching based on ray differentials. US Patent 7,233,328
Julian Fong, Wayne Wooten. Method and apparatus for visibility determination and processing. US Patent 7,345,686
Julian Fong. Method and system for disjoint and smooth interpolation of scalar field on subdivision surface. US Patent Application 20050212804, in process.
Bachelor of Science degree in Computer Science, University of British Columbia, 1998.