Nicholas Wilt is an experienced senior software engineer with more than 20 years of industry experience developing C, C++, assembly language, multithreaded applications, and device drivers.
He has core competencies in API design, system architecture, and programming involving CUDA, multithreading, C/C++ and assembly language.
At NVIDIA Corporation, Mr. Wilt worked on CUDA from its inception (c. 2005) until September 2010 (version 3.2). He was the principal designer and, in many cases, the implementor of the low-level abstractions that CUDA applications must manipulate (contexts, modules, CUDA arrays, texture and surface references, streams, events, and portable and mapped pinned memory). Most recently, he designed and implemented 64-bit support for Fermi class GPUs.
Other work at NVIDIA included multithreading the DirectX driver to increase stack sizes and take advantage of multi-core CPUs, and porting the DirectX driver to 64-bit Windows (x86-64), including online code generation.
Mr. Wilt worked at Microsoft Corporation from October 1994 to April 2002. While at Microsoft, he built a prototype of the page-flipping desktop that yielded four issued patents (patents 6,919,900, 7,239,324, 7,315,307, 7,315,308) and eventually shipped as Windows Vista’s Windows Desktop Manager. In the Digital Media Division, he helped to design and implement the Video Mixing Renderer that obsoleted the old DirectShow video renderer (OVMixer) in Windows XP.
In Microsoft Research, Mr. Wilt worked with Don Mitchell on a variety of technologies, ranging from novel root-finding algorithms to high quality image filtering software. He also built the DXMgr initialization library for DirectX, which was used by dozens of DirectX titles and subsequently incorporated into DirectX 8.0. He also did early work on “GPGPU” (general purpose computing with graphics processing units), e.g., patents 6,826,311, 6,917,899, 7,188,047.
In 1997-1998, Mr. Wilt was the development lead for the Direct3D immediate mode API for versions 5.0 and 6.0 of DirectX. In Direct3D 5.0, his DrawPrimitive API is credited with staving off a challenge from OpenGL to become the standard 3D API for Windows. In Direct3D 6.0, his team added numerous features (multitexture, reference rasterizer, stencil buffers, new MMX rasterizers, texture management) while refactoring to reduce source code size by 30% and executable code size by 10x. Direct3D 6.0 featured Microsoft's first geometry pipelines accelerated by multimedia instruction sets (SSE, 3DNow).
At Microsoft, before taking the position of Direct3D development lead, Mr. Wilt worked as the display driver lead for Windows 98 and played a key role in porting Softimage’s flagship application to Windows NT.
Before joining Microsoft, Mr. Wilt worked at Acuity Imaging, a company specializing in industrial machine vision hardware and software. He implemented numerous machine vision and image processing algorithms in C and a variety of assembly languages; ported a Macintosh-based embedded application from 680x0-based Macs to PowerMac; helped to implement Global Lab Image, an application for vision and imaging on Windows 3.0 and Windows 3.1 and incorporated support for various frame grabbers, including ones with fixed function and programmable support for machine vision and image processing.
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