SKILLS Programming: Physical modeling and analysis, animation, networking, multi-threading, 3D graphics, real-time rendering, AI, … Languages: C/C++. Some: HLSL, Cg, C#, Perl, Java, JavaScript, TCL/Tk, Mathematica, D3D, VRML, HTML, LATEX, SQL. Software Development: MS Visual Studio, Perforce, SN Systems ProDG, DevTrack, VTune. Some: SourceSafe, CVS, lex/yacc, … Platforms: XBox & 360, PlayStation 2 & 3. Some: GameCube, MS Windows, Unix (inc. X Window System) Graphics: Real-time interactive, visual effects, scientific analysis and visualization. Some: network visualization, morphing. Scientific Research: networking, computational fluid dynamics, turbulence. Some: Radar, AMO physics. Communication: writing articles and tutorials, teaching, publishing, world wide web, documenting software, some video EXPERIENCE Electronic Arts – EA Sports, Tiburon Studio, Orlando, Florida 2002-2012 Senior Software Engineer 2005-2012
Software Engineer III 2003-2005
Software Engineer II 2002-2003
Studio B 2009-2012 Subject Matter Expert
University of Central Florida – Florida Interactive Entertainment Academy, Orlando, Florida 2005-2009 Research Associate
Northwest Research Associates Inc. / Colorado Research Associates div., Boulder, CO 1996-2002 Research Scientist, Principal Investigator 2000-2002
Research Scientist, Co-Investigator 1999-2000
Research Assistant 1996-1999
University of Colorado at Boulder, Boulder, Colorado 1994-1999 Research Assistant - Laboratory for Atmospheric and Space Physics, 1995-1999
Georgia Institute of Technology, Atlanta, Georgia 1988-1994 Systems Analyst - GTRI Signature Technology Laboratory, 1989-1994
Software Developer - Graphics, Visualization and Usability Lab, 1993-1994
Research Tech. / Software Developer - Computer Engineering Research Lab, 1989
Software Developer / Teaching Assistant - Georgia Tech School of Physics, 1988-1990
EDUCATION
PUBLICATIONS Gourlay, M.J. (2009-2012): “Fluid Simulation for Video Games”, parts 1-13, Intel Software Network. Gourlay, M.J. (2011): “GenEx, Generic Expression Language: How to write a compiler and virtual machine for anything.”, EA Knowledge Journal, Electronic Arts, November. Gourlay, M.J. (2010): "Dynamic Bandwidth Detection and Response for Online Games", United States Patent 7680038. Gourlay, M.J. (2009): “Fluid Simulation for Video Games”, Gamasutra. Gourlay, M.J. (2009): “Vehicle Wakes.” Electronic Arts Knowledge. Gourlay, M.J. and Glumac, R. (2008): “Lynx: Sharing VFX Worldwide” Electronic Arts Knowledge, September. Gourlay, M.J. (2004): “Dynamic bandwidth detection and response for online racing games”, Electronic Arts Knowledge. Gourlay, M.J. (2003): “Dead Reckoning with Targeting: smooth, efficient, natural extrapolation convergence for online racing games”, Electronic Arts Knowledge, November. Fritts, D., Gourlay, M., Orlando, W., Meyer, C., Werne, J., Lund, T. (2003): “Numerical simulation of late wakes in stratified and sheared flows”, User Group Conference Proceedings, June 9-13, pp. 206-210. Johansson, P.B.V., William, K.G. and Gourlay, M.J., “Equilibrium similarity, effects of initial conditions and local Reynolds number on the axisymmetric wake.” Physics of Fluids, vol. 15, n. 3, March 2003. Gourlay, M.J., S.C. Arendt, D.C. Fritts, J. Werne (2001): “Numerical modeling of initially turbulent wakes with net momentum.” Physics of Fluids, December. Gourlay, M.J., Werne, J. & Fritts, D.C. (2001): “Numerical late-time wake hydrodynamics of a sub-surface bluff body in stratification”, ONR report. Gourlay, M.J., Werne, J. & Fritts, D.C. (2001): “Direct numerical simulations of initially turbulent wakes”, DoD HPC UGC, Biloxi, Mississippi, June 18-21. Gourlay, M.J. (2001): “Numerical Modeling of Turbulent Wakes”, Abstracts of XXVI General Assembly of the European Geophysical Society, Nice, France, March 25-30. Gourlay, M.J., S.C. Arendt, D.C. Fritts, J. Werne (2000): “Numerical modeling of turbulent non-zero momentum late wakes in density stratified fluids.” Fifth International Symposium on Stratified Flows, July 10-13, 2000, Vancouver, Canada. Gourlay, M.J., S.C. Arendt, D.C. Fritts, J. Werne (2000): “Numerical modeling of turbulent zero momentum late wakes in density stratified fluids.” Department of Defense High Performance Computing Modernization Program Users' Group Conference Proceedings, June 5-9, Albuquerque, New Mexico. Gourlay, M.J. (2000): “The OGLE Tutorial: Creative Data Visualization Gone Wild”. Creative Linux Journal, June. Gourlay, M.J. (2000): “OGLE-ing the Visible Human: An OGLE Demonstration”. Creative Linux Journal, July. Gourlay, M.J. (1999): “Shapeshifter: An Xmorph Tutorial”. Creative Linux Journal, December. Gourlay, M.J. (1999): Stability and Dynamics of Stretched Fluid Shear Layers. Ph.D. thesis, University of Colorado at Boulder, July. Gourlay, M.J. (1997): “American English Diphone Text Corpus.” University of Colorado at Boulder technical communication, December. Gourlay, M.J. (1996): “Stretched Fluid Shear Layers”, Abstracts of XXI General Assembly of the European Geophysical Society, The Hague, The Netherlands, May 6-10. Gourlay, M.J., Uzer, T., and Farrelly, D. (1993): ``Asymmetric-top description of Rydberg-electron dynamics in crossed external fields.'' Phys. Rev. A, v.47, n.4, April, pp.3113-3117. Smith, I. E. and Gourlay, M.J. (1990): “HardCore SIG: Parallelism and the NeXT workstation.” NeXT Users' Journal, Issue 8, July, pp. 28-33. PRESENTATIONS Gourlay, M.J. (2011): “Get In the Game.”, Red Stick Animation Festival Retrospective, Louisiana State University, Baton Rouge, November 10 (invited). Gourlay, M.J. (2011): “GenEx, Generic Expression Language: How to write a compiler and virtual machine for anything.”, Electronic Arts, Tiburon, November 2. Gourlay, M.J. (2010): “Fluid-body simulation using vortex particle operations.”, International Conference on Computer Graphics and Interactive Techniques (SIGGRAPH), Los Angeles, Session: Animation, article 8, 2010. Gourlay, M.J. (2009): “Fluid Dynamics for Video Games.”, High Performance Graphics 2009, New Orleans, LA, Aug 1-3. Gourlay, M.J. (2009): “Turbulent fluid motion for particle systems.” Game Developers Conference, San Francisco, CA, Mar 23-27. Gourlay, M.J. (2008): “Interactive simulation of fluid motion for particle systems.” International Conference on Computer Graphics and Interactive Techniques, ACM SIGGRAPH, Los Angeles, California, August 11-15. Gourlay, M.J. (2006): “VFX for Next-Gen Games.” Visual Effects Workshop, EAUK, Chertsey, England, December. Gourlay, M.J. (2005): “Visual Effects.” VFX Summit, EA Tiburon, Orlando, Florida, September. Gourlay, M.J. (2004): “More Data Now: dynamic bandwidth detection and response”, Electronic Arts Tiburon, October. Gourlay, M.J. (2003): “Online Pack Racing: NASCAR Thunder for PS2”, Electronic Arts Tiburon, October 16. Balfour, M., Imbert, S. & Gourlay, M.J. (2002): “FlowManager”, Electronic Arts Tiburon, October. Gourlay, M.J. & J. Werne (2002): “Practical Supercomputing Toolkit”, Department of Defense High Performance Computing Modernization Program Users Group Conference, Austin, Texas, June. Gourlay, M.J. (2002): “Uniform Command Line Interface”, Department of Defense High Performance Computing Modernization Program (HPCMP) Metacomputing Grid Workshop, Engineering Research and Development Center Major Shared Resource Center, Vicksburg, Mississippi, February 25-28. Werne, J, D. Fritts, C. Bizon, C. Meyer, M. Gourlay, M. Davis, K. Julien, P. Sullivan, B. Circelli, R. Walters, C. Fuson, P. Adams (2002): “Atmospheric optical turbulence characterization for the Airborne Laser using combined measurement and simulation techniques”, Department of Defense High Performance Computing Modernization Program 12th Users Group Conference, Austin, Texas, June. Werne, J. & Gourlay, M.J. (2001): “Practical Supercomputing Toolkit”, Department of Defense High Performance Computing Modernization Program 11th Users Group Conference, Biloxi, Mississippi, June. Circelli, B, P. Adams, J. Werne, M. Gourlay, C. Meyer & C Bizon (2001): “Investigation, visualization and interpretation of large scientific data sets”, Department of Defense High Performance Computing Modernization Program 11th Users Group Conference, Biloxi, Mississippi, June 21. Gourlay, M.J. (2001): “Numerical Modeling of Turbulent Wakes”, XXVI General Assembly of the European Geophysical Society, Nice, France, March 25-30. Gourlay, M.J., S.C. Arendt, D.C. Fritts, J. Werne (2000): “Numerical modeling of turbulent non-zero momentum late wakes in density stratified fluids.” Fifth International Symposium on Stratified Flows, July 10-13, 2000, Vancouver, Canada. Gourlay, M.J. (2000): “Scientific Visualization of Volumetric Data”, ERDC MSRC Scientific Visualization Workshop, Vicksburg, Mississippi, June 25-26. Gourlay, M.J. (2000): “Numerical stratified wake hydrodynamics”, Department of Defense High Performance Computing Modernization Program 10th Users Group Conference, Albuquerque, New Mexico, June. Gourlay, M.J. (1996): “Stretched Fluid Shear Layers”, XXI General Assembly of the European Geophysical Society, The Hague, The Netherlands, May 6-10. GRANTS “Numerical Modeling of Initially Turbulent Wakes”, Office of Naval Research contract N00014-99-C-0148. “Numerical Modeling of Initially Turbulent Wakes of Submerged Bodies in Background Shear”, Office of Naval Research contract N00014-01-C-0298. “Numerical Modeling of Wake Turbulence for Naval Applications” Office of Naval Research HPCMP Challenge 1719, Co-I. “Numerical Modeling of Turbulent Wakes in Ambient Shear and Stratification for Naval Applications” Office of Naval Research HPCMP Challenge 1723, PI. HONORS
INTERESTS AND HOBBIES
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