Papakipos.com: Work

Matthew Papakipos                                                              

Palo Alto, California

matt-resume@papakipos.com

http://www.papakipos.com/work.htm

Expertise

  • Starting & growing startup computer technology companies
  • Computer hardware and software architecture & development
  • Interactive computer graphics
  • Mathematical algorithms & numerical computing

Overview

Project Skills

Entrepreneurship

I start & grow high technology startup companies in Silicon Valley. I excel in hiring top engineering talent, and together conceiving and building innovative products in new categories. I am very comfortable with all stages of startup growth, including financing, hiring, product specification, hardware and software architecture, engineering management, evangelism, and press.

Design & Architecture

I architect complex computer systems. I’ve invented and patented a large number of hardware and software algorithms for solving real-world problems. I excel in using mathematics to tackle hard engineering problems in novel ways.

Management

I’ve managed both hardware and software project teams, with team sizes up to eighty five people with multiple managers reporting in to me. I’ve recruited and hired more than sixty people in the last few years, and trained and promoted new engineers and managers and coached them through their first successful projects. I’ve run organizations where I was responsible for setting raises, granting stock options, presenting and writing performance reviews, and developing organizational structure and responsibilities.

Intellectual Property

I’ve personally filed over forty patents in the last seven years. I’ve supervised disclosures and filing for hundreds more for my employees. I am well versed in protecting IP through all phases of high technology startup companies.

Communication

I’ve negotiated software interface specifications with hardware and software vendors and standards bodies. I’ve spoken at technical conferences for developers using my products. I am frequently interviewed by technical magazines, industry analysts, and the financial press, from Ars Technica to The Wall St. Journal.

Education

Brown University, Bachelor of Science, Math/Computer Science, 1993.

Stanford University, attended Economics, Math, & CS courses for 2003-2004 academic year.

Palo Alto High School

Employment History

Google, 2007-present

Engineering Director

I am presently working on exciting new projects at Google.

PeakStream, 2005-2007 

CTO & Occasional Acting VP of Engineering

PeakStream was a Silicon Valley startup company funded by Sequoia Capital, Kleiner Perkins, and Foundation Capital. I founded the company, raised two rounds of venture capital funding, and hired over half of the staff of the company. PeakStream was a leading company developing software environments for multi-core processors. As CTO, I was responsible for product architecture, technical leadership, and all technical communication for customers, investors, business partners, and press.

NVIDIA, 1997–2003        

Director of Architecture

I was responsible for the development of hardware architectures for NVIDIA’s graphics chips (GPUs). This included feature selection, hardware design, cmodel development, verification, and developer evangelism and support. I was responsible for salaries, performance reviews, raises, stock grants, promotions, organizational structure, and external communication for this group. I had four managers reporting to me and a total group size of eighty five people. I was responsible for protecting the IP generated by my group. All of the chip projects below shipped in volume to the mass market in PCs all over the world.

 

GPU development projects:

  • GeForce 6800 Family: Directed our first simultaneous development of three PC GPUs at once, with four managers reporting to me. This architecture is also in the PS3 game console.
  • GeForce FX & GeForce FX Go: Led IP review & filing of twenty five patents.
  • GeForce 4 & GeForce 4 MX: Directed two managers, launching two GPU chips simulatenously, enhancing profitability substantially.
  • GeForce 3 & Quadro 3: Created the first programmable GPU. This architecture is the heart of the XBox game console.
  • GeForce 2 & GeForce 2 MX
  • GeForce & Quadro: chip architecture & simulation
  • TNT & TNT 2: cmodel integration and verification

 

Engineering process initiatives:

  • Linux Server Farm: In 1999, I conceived and designed NVIDIA’s Linux server farm. I saw a tremendous opportunity to save money spent on Sun workstations by transitioning our server environment to Linux machines. We rolled it out initially in a cubicle; today it is a server farm of more than 3,000 processors and terabytes of memory and petabytes of disk storage. I worked closely with the IT group to roll this out to the whole company. This saved the company many millions of dollars over the last few years.
  • Chip Feature Database: I designed a web-based application for requesting, prioritizing, and managing feature requests for graphics chips. We used this to methodically manage and prioritize the vast number of incoming requests from our developer community and customers.

 

External communication:

  • Negotiated Direct3D graphics APIs with Microsoft, aligning the GeForce 3 perfectly with DirectX 8.
  • Created the “Multitexture” extension for OpenGL and achieved ratification of our new standard by the OpenGL ARB standards body, leading NVIDIA’s entry into the OpenGL ARB.
  • Spoke at countless developer events, including GDC.
  • Frequently met with top game developers at Id, Valve, Epic, Microsoft and EA to evangelize new product features for games.

Raycer Graphics, 1997

Raycer was a startup company that developed a graphics chip for use in the CAD market. I was one of three architects for the Raycer scanline rendering algorithm. I was responsible for making the hardware architecture OpenGL compliant.

SGI, 1996

I developed UNIX device drivers for the Impact graphics workstation. I architected novel surface tessellation algorithms for the Odyssey graphics workstation.

daVinci Time & Space, 1995

I developed a system for interactive television presentation and led a small team coding the runtime software for presenting digital television content, including scripting system, graphics display, and input management.

Time Warner Interactive Group, 1994

I developed software for live video effects on Time Warner’s interactive television project. This system performed all the real-time fades, dissolves, wipes, etc. between live video sequences for an interactive shopping application that was deployed in Florida in 1994.

Pacific Title, 1993

I designed a computer graphics system for offloading traditional optical film effects processing onto a computer system. Due to large dataset sizes, we used the IBM PVS, a 32 processor SMP supercomputer. I was responsible for all of the development of the core image processing algorithms on the supercomputer.

MasPar Computer Corp., 1990

I developed a Mandelbrot Fractal viewer as a demo for this supercomputer. Compared to previous implementations, ours was the first that was fast enough to be honestly called real-time. This demo was avidly used by our sales force in selling the machine. I published a technical paper about the algorithm details, and how to extract maximum performance from the novel hardware architecture of this SIMD supercomputer.

MIT Laboratory For Computer Science (LCS), 1989

UNIX X Server software development.

Brown University Computer Graphics Group, 1988–1990

As leader of a three student team, I implemented a triangle renderer on the Connection Machine, a 4096 processor supercomputer. Published a Technical Report.

DEC, Palo Alto, 1986 – 1987

UNIX X Server software development.

HP, Cupertino, 1985

UNIX C library validation.

Patents

US Patents Issued

 

Patent #

Patent Title

1

7,167,181

Deferred shading graphics pipeline processor having advanced features

2

7,154,507

System, method and computer program product for texture shading

3

7,151,543

Vertex processor with multiple interfaces

4

7,142,215

Method and apparatus for processing stencil data using a programmable graphics processor

5

7,139,003

Methods of processing graphics data including reading and writing buffers

6

7,136,070

System, method and computer program product for using an arbitrary quantity as texture address

7

7,109,999

Method and system for implementing programmable texture lookups from texture coordinate sets

8

7,098,922

Multiple data buffers for processing graphics data

9

7,081,895

Systems and methods of multi-pass data processing

10

7,075,539

Apparatus and method for processing dual format floating-point data in a graphics processing system

11

7,071,947

Automatic adjustment of floating point output images

12

7,064,763

Single semiconductor graphics platform

13

7,053,904

Position conflict detection and avoidance in a programmable graphics processor

14

7,050,055

Single semiconductor graphics platform with blending and fog capabilities

15

7,034,829

Masking system and method for a graphics processing framework embodied on a single semiconductor platform

16

7,015,914

Multiple data buffers for processing graphics data

17

7,002,577

Clipping system and method for a single graphics semiconductor platform

18

6,992,667

Single semiconductor graphics platform system and method with skinning, swizzling and masking capabilities

19

6,950,107

System and method for reserving and managing memory spaces in a memory resource

20

6,906,718

Method and system for efficiently evaluating and drawing NURBS surfaces for 3D graphics

21

6,828,980

System, method and computer program product for z-texture mapping

22

6,774,895

System and method for depth clamping in a hardware graphics pipeline

23

6,771,264

Method and apparatus for performing tangent space lighting and bump mapping in a deferred shading graphics processor

24

6,765,575

Clip-less rasterization using line equation-based traversal

25

6,731,298

System, method and article of manufacture for z-texture mapping

26

6,717,576

Deferred shading graphics pipeline processor having advanced features

27

6,650,331

System, method and computer program product for performing a scissor operation in a graphics processing framework embodied on a single semiconductor platform

28

6,597,363

Graphics processor with deferred shading

29

6,577,309

System and method for a graphics processing framework embodied utilizing a single semiconductor platform

30

6,532,013

System, method and article of manufacture for pixel shaders for programmable shading

31

6,462,737

Clipping system and method for a graphics processing framework embodied on a single semiconductor platform

32

6,342,888

Graphics processing unit with an integrated fog and blending operation

33

6,333,744

Graphics pipeline including combiner stages

34

6,268,875

Deferred shading graphics pipeline processor

35

6,229,553

Deferred shading graphics pipeline processor

36

6,198,488

Transform, lighting and rasterization system embodied on a single semiconductor platform

Pending Patents

I have many more patents pending, both US and international.

Publications

Papers

Presentations

Recent Press Coverage

Press Coverage of PeakStream


 

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This webpage was last modified on February 3, 2008

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