Doug Service returns to the Guildhall from Microsoft where he worked on Flight Simulator for three years rewriting the rendering pipeline to be tasked based and automatically scale performance across various CPU topologies. Doug then spent five years on the HoloLens project from the very early inception to the announcement of HoloLens I solving augmented reality (AR) graphics problems and most importantly was the primary programmer on the team which prototyped the AR reprojection system that allowed holograms to be solidly anchored in the real world.
After HoloLens Doug wanted to expand his experience and spent three years in the Microsoft machine learning division working on imbedded database analytics using R and Python and the Apache REEF open source machine learning platform on which he became an APACHE committer. Prior to Microsoft Doug spent 10 years working in the game industry shipping titles and developing game engine systems for graphics, animation, and terrain on the PC, Xbox I, and PS2 platforms. Doug also served as a professor at the Guildhall during Cohorts 1 and 2 teaching programming, math and physics for game developers while working as the Director of Technology Development at Ritual Entertainment.
Doug's interest in games is driven by how virtual worlds are created and controlled by the mathematical models in the graphics, animation, and physics systems of a game engine, and how artists and level designers can then control the inputs to these equations to create various artistic and gameplay effects. Understanding how advances achieved through the research of new mathematical models leads to advances in the fidelity of the simulation and innovation in game play have shifted Doug's interest towards research. Doug is currently finishing a Masters in computational finance at the University of Washington and is scheduled to complete his thesis in spring of 2020.