1731 Ellis St Apt 34
Concord, CA 94520
Phone: 415-407-3697
Email: keesvp(at)gmail.com
Web: http://www.kees.cc/

Kees van Prooijen

this resume as Word doc

Objective A creative software research and development position.

 

Personal Projects

Ongoing

Extending IL (proprietary functional scripting language)

This is the current incarnation of the language that previously was named Intercol. More information here: http://www.kees.cc/il/

Latest achievements:

  • Integration with Oculus, both graphics and sound.
  • Implementing an original sound synthesis engine, with both recording and real time performance capabilities. Emphasis on complex analytical signal processing.
  • Making the language multi-threaded, also separating main interpreter, and OpenGL working thread.
  • Implementing complex mesh manipulating library, including ‘organically’ growing capacity through strictly local vertex operations.
  • Extending type system with (geometric algebraic) multi-vectors, dual numbers and dual quaternions.
  • Integration with OpenGL 4.x and OpenSceneGraph.
  • Automatic differentiation of multidimensional functional maps.
Experience

February 2015 - June 2016    Roblox San Mateo, CA

Senior Studio Engineer

 

 

October 2014 - December 2014    Atheer Labs Mountain View, CA

OpenGL Software Engineer

  • 3D SDK development for Augmented Reality glasses
    • Linux
    • Java
    • C++
    • OpenGL-ES
    • Android

May-June 2014    Britelite Immersive San Francisco, CA

Software Developer - Contract

 

September 2013-March 2014    Forio San Francisco, CA

Software Engineer

  April 2013-July 2013 Outward Inc. San Jose, CA

Senior Platform Architect

  • interactive scene assembling prototype
  • prototype for gestural camera control
  • reconstruction of objects with cylindrical symmetry from images
  • shape classification research
  • evaluation of several ray-trace options
  June 2010-January 2013 AiLive Inc Mountain View, CA

Member of Technical Staff

  • Developing an AI system for behavior capture and - reproduction
    • PC Game prototyping
    • Machine learning
  • Smart TV UI development with wireless 6D controller
    • Android NDK
    • OpenGL-ES
  September 2007-June 2010 Total Immersion Software Alameda, CA

Senior Software Engineer

  • Developing a system to generate 3D models from photographs. (Computer vision, multiple image geometry)
    • Technologies: Qt, .NET, C++/CLI, Matlab
  • Implementing a procedural sky with animated cloud cover and accurate sun and moon position and phases for Total Immersion's RealWorld product.
    • Technologies: Emergent Gamebryo, DirectX, HLSL
  November 2001-March 2007 Maxis (Electronic Arts) Emeryville, CA

Sr. Software Engineer I

Spore prototyping

  • Started in prototyping team of 3 engineers (+ Will Wright, who is chief designer of Spore, and before that of 'The Sims' and 'SimCity')
  • creature editor for articulated bodies
  • Genetic algorithm for development of nervous systems for these, optimizing locomotion efficiency. Used technologies: OpenGL, ODE and my own language IL ( http://www.kees.cc/il/ )
  • Artificial evolution of body plans based on L-Systems with linear genetic code and network based development stages

Spore production

  • Procedural animation systems based on high-level scripting language
  • Walking algorithm for creatures with any number of legs, in random configuration.
  • Some of this work is reflected in the Siggraph 2008 paper: "Real-time motion retargeting to highly varied user-created morphologies"
  • Unified two level animation/behavior system:
    • body parts in creatures
    • creatures in group
  • Used technologies: LUA and Havok.
  • This was basically the creature animation as demonstrated by Will at GDC in 2005.
  • Texture atlas generation for dynamic content by implementing LSCM (least squares conformal mapping).
 

July 2001-October 2001 Contractor Mill Valley, CA

  • Made an Open-GL port for GIG 3DGO
  May 1999-Feb 2001 E-Color San Francisco, CA

Sr. Development Engineer

  • Developed Jpeg color correction kernel for E-Color's Correction Server (C++, native dll)
  • Developed and maintained other parts of that server architecture (Java servlets)
  • Developed Image Publishing Software for customers (applet)
  • Developed several test and research applications for in-house color-science purposes (VC++, MFC)
  • Several contributions to fundamental color-science fields, resulting in three patents in my name (Color correction of Jpeg images, Perceptual classification of color displays and Calibration modeling of flat-panel displays)
  1998-1999 Independent Developer San Francisco, CA
  • Domain Oriented Programming Language (very extensive mathematical functionality, based on generic field paradigm.
  • Sound Plug-in 'FlexSound' for 3D Studio Max
  1996-1998 Triavest San Francisco, CA

Sr. R&D staff member

  • Research of artificial evolutionary techniques in multi-media applications
  • Developed plug-ins for 3D Studio MAX and Photoshop (genetic filter generation)
  • Developed camera calibration/registration algorithm for virtual sets
  1991-1996 Electrogig Amsterdam, the Netherlands

San Francisco, CA

Technology Founder, Principal System Architect

  • Responsible for basic research and technical design and implementation.
  • Designed a very large system for 3-D modeling, animation and rendering (3DGO).
  • Designed and implemented the language 'Intercol' as basis for this system.
  • Designed and implemented the original system (modeling, surface texturing, transformation, lights, camera, etc.) in this language.
  • Also integrated a very advanced procedural texture mapping and shading language into Intercol.
  • Designed TIFF extensions for post processing and compositing of synthetic images. (pixel info on depth, surface normal, lighting, texture coordinates, etc.)
  • Designed and implemented a (2nd) new programming language IL with the following characteristics:
  • unification of image processing, (2-D and 3-D) modeling, texturing, animation and sound, based on intensional logic.
  • generic user-interface coupling,
  • object oriented linking of C-functionality to interpreter
  • Designed and implemented a new texture editor for 3DGO.
  • Conceptual design of an authoring system for 'virtual sets' for the San Francisco office. In 1996 appointed head of research there.
Residence Status Green Card (EB1-EA)

Skills, expert level

20+ years

C/C++

Graphics (3D,2D), animation and imaging

digital sound and music

language design and implementation

Algorithms (mathematics, physics, AI)

Education University of Amsterdam, the Netherlands
  • BS equiv. Mathematics and Physics
  • Numerical Mathematics and Computer Science

Institute for Sonology, Utrecht, the Netherlands

  • Analog and Digital signal processing
  • Computer music composition and sound synthesis
Miscellaneous Computer Music Composition
  • International performances.

Cooperation on Audiovisual Productions

  • Procedural Modeling, Texturing and Animation.

Computer Art

  • SIGGRAPH Art Show, Chicago 92
  • Several expositions in US and the Netherlands 93-95
  • Sausalito Art Festival, by invitation 97, 98
  • Group Exposition, Gallery One, Point Reyes 98