My passion for computer graphics has remained as strong as it was when I started playing Elite on a BBC micro in 1985.
I started working in the 90s developing 3d visualisation techniques at an architectural firm at a time when computer graphics was in its infancy, and was fortunate to work with some amazing people on some incredible projects. Despite doing a lot of work with CGi and film I have specialised in real-time rendering since before the first release of Unreal.
After experimenting with the Doom engine I wrote a patent to use the technology for architectural visualisation over 20 years before it became standard practice today. I also delivered one of the first commercial VR projects here in the UK back in 2012, a fully explorable Hotel proposal, at a time when Oculus was selling the first VR headset prototype (development Kit 1) and people were still developing locomotion mechanics. This ran smoothly on an Nvidia 880m chipset and contained baked lighting, real-time reflections and static crowds for context. I established techniques for VR production including forward path rendering, MSAA sampling and gaze activated teleportation, over a year before Oculus and Epic built ‘Showdown’ which discovered the same techniques..
Since then I have created an exciting new format for experiencing VR with VRCE (virtual reality curated experiences), and have been busy building the worlds first 3d Macro experience; using photogrammetry to construct high fidelity models of insects and micro environments, that can be experienced in VR at enlarged scales ( a kind of insect safari). The aim of this experience is to open human perception to the real world through a powerful shared experience; The essence of good VR.
I believe the true potential of virtual reality comes from a deep understanding of the user experience, and this is what I am exploring in my work.