Summer internship at Intel working with the Graphics Samples team in Hillsboro, Oregon. The samples team was in the process of developing a thin graphics API abstraction layer to allow for taregting their samples to multiple platforms.
Responsible for developing content pipelines tools to support the team's effort in creating their own API agnostic abstraction layer. This included a GUI interface for in development file format conversion tools in C#/WinForms; asset conditioning tools for model/texture verification and automatic generation of vertex normals/tagents; a DirectX and OpenGL model viewer with interop and live editing with the GUI interface; and contributions to the new, in development file formats, particularly authoring the animation pipeline from Maya and CPU skinning in the model viewer. Worked in C#, C++ with .NET, and native C++.
Presentation on work: Presentation