Playstation
Senior Manager, Graphics Technology
Playstation Nov 2012 - Mar 2019
Manager, Graphics Technology
Playstation Apr 2010 - Nov 2012
Staff Graphics Software Engineer
Playstation Jun 2006 - Apr 2010
Senior Graphics Software Engineer
Sun Microsystems Apr 2000 - Nov 2003
Software Engineer
Education:
San Francisco State University 2004 - 2006
Masters, Computer Science
Tokyo Institute of Technology 1998 - 2000
Masters, Electrical Engineering
Skills:
Computer Graphics Gpu Ps3 Opengl C++ Shaders Game Development Software Engineering Directx Debugging C Game Programming Glsl Multithreading Perforce Algorithms Console Device Drivers Python Opengl Es Subversion Graphics Processing Unit Compilers Software Development
- Tokyo, JP Osman Steven - Foster City CA, US Jun Murakawa - Foster City CA, US Christopher Ho - Foster City CA, US
International Classification:
G06T 1/20
US Classification:
345501
Abstract:
A system has a central processing unit (CPU) and a graphics processing unit (GPU) that includes one or more registers. The GPU can change a resource descriptor in one of the GPU's registers. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. It is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims.
- Tokyo, JP Christopher Ho - Foster City CA, US Mark E. Cerny - Foster City CA, US Steven Osman - Foster City CA, US Jun Murakawa - Foster City CA, US Dmitri Shtilman - Foster City CA, US Jason Scanlin - Foster City CA, US
International Classification:
G06T 1/20
US Classification:
345522
Abstract:
A method for processing graphics for a GPU program, translating instructions from a shading language into an intermediate language with a front end of a GPU compiler; translating the instructions from the intermediate language into a GPU object language with a back end of the GPU compiler; wherein the instructions in the shading language include instructions defining a layout of resources for the GPU program.