Craig Reynolds


research — software design — simulation of natural complexity — autonomous characters — flocks and crowds — steering behaviors — stigmergy — texture synthesis — evolutionary computation — animation and game production

Professional Experience


2020 to present
Retired / Unaffiliated Researcher
Studying adversarial evolutionary texture synthesis.
2017 to 2020
RightHook
Senior Software Engineer, AI. Agent-based simulations of vehicle traffic and pedestrians crowds. Focus on interaction of moving agents. The agents determine their own behavior autonomously based on their perception of their local dynamic environment and stored map data. Intended for virtual world testing of automotive systems.
2015 to 2017
Matterport
Senior Software Engineer on Vision Team. Projects related to mobile 3d capture: rendering techniques (surfels and NPR), efficient algorithms for point cloud processing, surfel fusion, GPGPU programming in GLSL.
2014 to 2015
Staples SparX
Software Engineer on projects including client and server side web applications (in Clojure) and some image processing work (using OpenCV).
2013 to 2014
University of California, Santa Cruz
Research Game Developer at the Center for Games and Playable Media working on the Immerse project. Developing procedural facial animation for autonomous characters in a serious game.
1998 to 2012
Sony Computer Entertainment America
Senior Researcher at SCE US Research and Development. Investigating autonomous characters and other technology for games on PlayStation 2 and 3. Public projects include Pigeons in the Park, OpenSteer, PSCrowd, crowd stigmergy and goal-oriented texture synthesis (including a model of camouflage evolution).
1997 to 1998
DreamWorks Animation
Member of Long Term Software Development staff, in the Feature Animation division of DreamWorks SKG. Developed behavioral animation tools.
1994 to 1996
SGI (Silicon Studio) [at archive.org]
MTS in FireWalker team. Developed tools for authoring improvisational behavior in multimedia.
1992 to 1994
Electronic Arts
MTS. Designed and implemented real-time reactive behavioral models for use in video games. Created behaviors used in John Madden Football for 3DO, and for an unreleased hockey game.
1982 to 1991
Symbolics Inc. (Symbolics Graphics Division)
Principal MTS. Design, implement, and maintain a 2d paint system (S-Paint). Design, implement, and maintain an interactive 3d animation scripting system (S-Dynamics). Conduct program in advanced graphics research: produced a behavior model of bird flocking and a geometrical model of surfaces in nonlinear flow.
1979 to 1982
Information International Inc. (Motion Picture Project / Digital Scene Simulation)
Lead animator (technical director) on computer animated scenes for TV commercials and feature film special effects. Developed graphics and animation tools.
1978
Ramtek Corporation
1975 to 1976
ComputerVision Corporation

Education

1978
Master of Science, thesis on procedural animation (Computer Animation in the World of Actors and Scripts [13 citations]), The Architecture Machine Group (now part of The Media Lab), Massachusetts Institute of Technology.
1975
Bachelor of Science, thesis on procedural animation ("A Multiprocessing Approach to Computer Animation") Electrical Engineering and Computer Science, Massachusetts Institute of Technology. Won the William L. Stewart, Jr. Award for founding MITV student television.

Editorial Boards

Film credits

Academy Award:

Feature films:

Short films:

Technical publications

Peer-reviewed conference and journal articles (16,000 citations listed by Google Scholar, December 2020):

Other articles (unreviewed or self-published):

Presentations

Other professional activities

Craig Reynolds <cwr@red3d.com>
Last update: December 22, 2020