Apollo EllisApollo Ellis

Apollo Isaac Orion Ellis

apichit@cs.utexas.edu

Office: ACES 2.102

(512) 853-0901

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"I am UC Berkeley Computer Science Alumni. I interned at Sony Playstation, Foster City, where I worked on the Cgc compiler for the PS3 SDK 2.4. This Fall I am in second year at the University of Texas at Austin working on a Computer Science Masters Degree focusing in Graphics."

Education & Course Work

  • UT Austin Fall 2008 - Present
  • GPA 3.4
  • Graduate Computer Graphics
  • Formal Semantics and Verification
  • Advanced Image Synthesis
  • Topics in Multi-core Programming
  • UC Berkeley Fall 2005 – Spring 2008, Graduated
  • GPA 3.2
  • Foundations of Computer Graphics
  • Operating Systems and System Programming
  • Independent Study with Professor Rastislav Bodik
  • Introduction to Communication Networks
  • Programming Languages and Compilers
  • User Interface
  • Software Engineering
  • Efficient Algorithms and Intractable Problems
  • Machine Structures
  • Structure and Interpretation of Computer Programs
  • Diablo Valley College Fall 2002 - Summer 2005, Transferred in Fall 2005:
  • GPA 3.5
  • Java Programming, Data Structures, Advanced C++ Programming

Research Interests

  • Hardware Accelerated and Software Rendering, Multi-Core Programming Models, Global Illumination

Current Research

  • Software Infrastructure I am working with Donald Fussell , Okan Arikan , Calvin Lin , and Sean Keely doing research in multi-core programming models for current and future multi-core platforms. I am targeting our model at Cell BE.
  • C.O.R.E or the C++ . OpenGL . Rendering . Engine is a simple and light object oriented rendering engine and game engine infrasturcture which I'm using as a bed for my hardware accelerated rendering research. Complete with a gameloop HUD for easy design, the goal is to do terrain and texture generation, folliage and water, along with relief mapping and ambient occlusion. However that wouldn't be very interesing left along so I want to check out some of the new animation software like Animeeple to get some characters in the environment. In the end a first person war game with Vikings and lots of color would be cool. :-)
  • Reflection / Refraction Ray Acceleration This is a research effort in the direction of accelerating second generation rays. It's a really hard problem. I am basically trying to do what Warren Hunt in RT 08 did for eye and shadow rays, but for Glossies.

Past Research

  • I was working with Rastislav Bodik doing research in parallel programming for application to multi-core software synthesis. I was doing work with the IBM Cell BE processor in a Playstation 3.
  • Sketch synthesis for multi-core programming Given an incomplete implementation of a given algorithm for a parallel program or a "SKETCH" and a working implementation "SPEC" the sketch engine will generate a well optimized completion of the program which adheres to the algorithm specified in the sketch. 
  • Optimized ray tracing on the Playstation 3 Cell Processor A partial re-implementation of the Blue Steel ray tracing engine published by students at MIT.
  • PS3DOOM An Id Tech 1 clone based heavily on John Carmacks 1993 work of legend "Doom." Fully multi-core implementation for the Playstation 3. Source will be available upon project completetion (As soon as I get another PS3).

Associations

  • Intel Undergraduate Research Program
  • Empowering Leadership Alliance
  • Open Software Quality Project, OSQ
  • Research Experiences for Undergradutes, REU

Awards & Honors

  • First place in a Ray Tracing speed competition UT Austin
  • First place in a Parser speed competition UC Berkeley
  • Intel Undergraduate Research Funding
  • Vodafone-US Foundation “Undergraduate Fellowship” 2007
  • GPA recognition for a 4.0

Resume

Research Reports

Sketching for Multi-core Programming

Papers

Projects

About Me

 

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Research Interests

Associations

Awards & Honors

Resume

Research Reports

Projects

Papers

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About Me