Currently I am at Weta Digital in New Zealand working on King Kong. I'm working on a weathering system for digital New York as well as helping out with the water and fluid sim tools.
From 2000 to 2004 I was in the R&D group at PDI/DreamWorks writing software for animators. I worked on dynamics tools for Shrek (for things like Shrek's ears and Donkey's tail). Then for Shrek 2 and Madagascar I designed and implemented a set dressing system and also worked on dynamics, fluid and FX tools.
At SGI (between 1995 and 2000) I was in the Advanced Graphics Software Group. I was involved in the design and implementation of various scene graph APIs including Cosmo3D, Optimizer and Fahrenheit. Before that I was in the Applied Engineering Group working with customers on high-end (Onyx/Onyx2) software and writing demonstration code for various scientific visualization and VR projects.
I did my graduate work at the Electronic Visualization Laboratory at the University of Illinois at Chicago (1992-1995). My master's work was on physically-based fluid simulation using a particle-based CFD method known as Smoothed Particle Hydrodynamics:
As a research assistant at EVL I worked with scientists at NCSA doing visualization of cosmology and relativity simulations for the CAVE. An application we affectionately called "The Worm" was a collaboration with fellow student Jon Goldman and was used for interactive visualization and simulation control from within the CAVE environment. More info on this can be found in the writeups for Supercomputing '93 and SIGGRAPH '94.