Graham Wihlidal

Senior Rendering Engineer

Graham is a rendering engineer working on forward-looking experiences and cutting-edge technology in the research group SEED at Electronic Arts.

Location
Stockholm, Sweden
Phone
(780) 718-4503
Website
https://www.wihlidal.ca
Twitter
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LinkedIn
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Facebook
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Experience

present

Senior Rendering Engineer II at SEED, Electronic Arts

Developing forward-looking experiences and cutting-edge technology in the research group SEED at Electronic Arts.

Highlights

  • Implemented and architected significant components of Halcyon, SEED's R&D engine
  • Cloud hosted microservices
  • Real-time ray tracing
  • Massive scene rendering
  • Machine learning
  • Procedural content generation
  • Remote rendering and streaming
  • Texture and mesh compression and transcoding
  • Vulkan API collaboration with Khronos and IHVs
  • Technical leadership and coaching
  • Active in recruitment and interviewing efforts

Senior Rendering Engineer II at Frostbite, Electronic Arts

Worked on the rendering and low level engine technology, and provided direct features and support, for numerous titles.

Highlights

  • Significant role in transtion of EA and Frostbite to next generation consoles
  • Implemented and architected significant components of Frostbite 3 on Xbox One and PlayStation 4
  • Researched GPU driven pipelines, shader compilers, AMD GCN hardware tricks, culling, and 4k checkerboard
  • Worked with many teams on Frostbite to develop and launch their titles
  • Collaborated extensively with IHVs, Microsoft, Sony, and other partners
  • Presented a number of significant technical contributions at a number of events
  • Major contributor to AMD Mantle, Direct3D 12, and Vulkan
  • Technical leadership and coaching
  • Active in recruitment and interviewing efforts

Senior Rendering Engineer at BioWare, Electronic Arts Inc.

In charge of a number of critical systems including multiplayer backends, 3D graphics\shaders, low-level platform optimization, and engine architecture.

Highlights

  • Significant role in transition of studio to Frostbite 3
  • Architected custom SPU RHI for UE3
  • Architected custom SPU GC for UE3
  • Architected custom SPU animation for UE3
  • Implemented custom SPU LZ4 decompressor
  • Implemented SPU LZO shader microcode decompression and cache
  • Implemented custom SPU policy module and compiler (vtable patching, staged pow2 lru dma cache, etc.)
  • Implemented RSX transfer manager that moved animations, string tables, audio, rendering between host and local memory
  • Extensive optimizations and improvements for UE3
  • Ported internal Eclipse engine to PS3 and Xbox 360
  • Extensive optimizations and improvements for Eclipse
  • Extensive optimizations and improvements for HeroEngine
  • Massively multiplayer game development - SWTOR
  • Implemented custom VM for Scaleform GFx
  • Content and code build systems
  • Art tools & pipelines
  • Multiplayer architect
  • Technical leadership and coaching
  • Active in recruitment and interviewing efforts

Consultant & Partner at CGI Group

Developer on the APPRES project for Alberta Government Services. In charge of general development and also the design and implementation of a custom reporting framework and processing\rendering engine. Interacted both directly and indirectly with the client to assess business needs and anticipate required functionality related to reporting. Also served as the configuration manager on the project, and performed numerous tasks like the delivery of integration baselines alongside development work. Was also in charge of keeping developer machines operational and productive, including setting up new machines and source control accounts (Rational ClearCase, ClearQuest, and Requisite Pro). Occasionally coached other developers as required.

Highlights

  • Microsoft BizTalk
  • Microsoft SQL Server
  • Microsoft ASP.NET
  • Microsoft SQL Reporting Services
  • Rational ClearCase
  • Rational ClearQuest
  • Rational Rose
  • Rational RequisitePro

Lead Business Application Developer at eWorkflow Biz

Lead developer of a workflow automation framework and application using C# .NET, Windows Forms, ASP.NET, SQL Server 2000, Exchange API, and Windows SharePoint Services. The workflow was modeled from the BPML specification (Business Process Modeling Language).

Highlights

  • Microsoft ASP.NET
  • Microsoft SQL Server
  • Microsoft SharePoint
  • Microsoft Exchange API

Independent Consultant at InfoPath Service Assurance

Large scale financial software in Java and also Microsoft .NET.

Highlights

  • Apache Tomcat
  • Java Servlets
  • Microsoft Jet
  • Microsoft ASP.NET
  • Microsoft WinForms

Independent Consultant at Self-Employed

Variety of database architecture, data analytics, Java, Perl and C/C++ application development.

Highlights

  • Apache Tomcat
  • Java Servlets
  • Oracle Forms 6i
  • Oracle Database
  • Microsoft SQL Server
  • SQL Reporting Services
  • Metrowerks PowerPlant

Education

Professional Designations in Architecture and Engineering from Microsoft Certifications

Courses

  • Microsoft .NET 2.0 Early Adopter
  • Microsoft Certified Professional
  • Microsoft Certified Application Developer
  • Microsoft Certified Solution Developer
  • Microsoft Certified Database Administrator
  • Microsoft Certified Solution Architect

in Game Development Courses from Game Institute

Courses

  • Game Mathematics
  • Artificial Intelligence for Game Developers
  • Graphics Programming with DirectX 9
  • Real-Time 3D Terrain Rendering
  • Advanced 3D BSP, PVS and CSG Techniques

Honours in Computer Systems Technology from Northern Alberta Institute of Technology

Courses

Awards

Jason Lang Scholarship Award from Alberta Heritage Scholarship Fund

Awarded for outstanding academic achievement of Alberta post-secondary students.

Publications

GPU Zen: Advanced Rendering Techniques by Black Cat Publishing

Chapter titled “Optimizing the Graphics Pipeline with Compute”

Advanced Game Programming: A GameDev.net Collection by Course Technology Ptr

Article titled “Box Filtering Height Maps for Smooth Rolling Hills”

Game Engine Toolset Development by Course Technology Ptr

Game Engine Toolset Development provides you with a core set of skills and a comprehensive insight that will aid you in the development of game engine utilities, significantly reducing the time period associated with the construction phase of a project. The book starts off with topics regarding development methodologies and best practices, and then proceeds into advanced topics like swap chain management and MVC object model automation with CodeDom. The companion Web site provides downloads of all source code from the book, as well as several bonus chapters.

Languages

English
Fluency: native-speaker
French
Fluency: elementary-proficiency
Swedish
Fluency: elementary-proficiency

Skills

Languages
Level:
Keywords:
  • HLSL
  • GLSL
  • PSSL
  • C
  • C++
  • Rust
  • Python
  • Assembly
Graphics
Level:
Keywords:
  • Drivers
  • DirectX 12
  • Vulkan
  • Mantle
  • SIMT
  • DXR
  • GNM
  • AMD GCN
  • Shaders
  • Optimization
  • Abstractions
  • Image Quality
Game Development
Level:
Keywords:
  • Technical Lead
  • Certification
  • Cross Platform
  • PlayStation 3
  • PlayStation 4
  • Xbox 360
  • Xbox One
  • Art Tools
Systems Programming
Level:
Keywords:
  • Low Level
  • Data Oriented
  • Concurrency
  • Allocators
  • Networking & IO
  • SIMD & Vectorization
  • x86/x64/PPC Assembly
  • Optimization
  • Cross Platform
  • Build Systems
  • Content Pipelines
Infrastructure
Level:
Keywords:
  • Kubernetes
  • Docker
  • Grafana
  • Prometheus
  • Terraform
  • Google Cloud
  • Helm
  • gRPC
  • Protobuf
  • Jaeger

Interests

Music
Keywords:
  • Guitar
  • Bass
  • Trumpet
  • Digital
  • Mixing
  • Recording
Snowboarding
Keywords:
Scuba diving
Keywords:
Sky diving
Keywords:
Board games
Keywords:

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