Resume / C.V.

Frank Kane

fkane@sundog-soft.com
100 Seville Chase Dr., Winter Springs, FL 32708
425.635.8683
LinkedIn Profile for Frank Kane

 

Experience

Sundog Software, LLC | Orlando, FL

Founder, Software Developer, and CEO 2006 – Present

Sole proprietor of Sundog Software, producer of the SilverLining™ library for real-time physically-based visual simulation of the sky, 3D volumetric clouds, outdoor lighting, and weather effects. SilverLining is used worldwide by major defense simulation companies, video game companies, architectural visualization, and broadcast video. As the author of SilverLining, I’ve retained proficiency with C++ real-time software development, OpenGL and DirectX (all versions), shader development, OpenSceneGraph, Ogre3D, SceniX, Gamebryo Lightspeed, Havok Vision, and Carmenta. Last year, I also launched the Triton Ocean SDK, introducing physically-accurate ocean simulation with real-time ship wakes and spray effects, using CUDA, OpenCL, and OpenMP. Sundog Software has been awarded an “up and coming” yellow ribbon from Military Training and Technology magazine for two years straight based on our fast growth. See http://www.sundog-soft.com/ for more information.

IMDb.com | Seattle, WA

Senior Manager of Technology Feb 2010 – June 2012

I led IMDb’s engineering organization of 5 development managers and about 45 software developers. IMDb is a top 30 website, with 150 million+ monthly active unique users. Under my direction, IMDb has executed on a new design, delivered mobile applications for iPhone, Android, Windows Mobile, and other mobile browsers, integrated with social networks, reduced page latency over 50%, and launched new community features such as watchlists and sharing. I have also moved IMDb aggressively toward service-oriented architecture and a MVC front-end (Java Spring). IMDb is a subsidiary of Amazon.com. In addition to being a leader of leaders at IMDb, a group of ten software engineers also reported directly to me, focused on personalization, community, and social network projects. I received Amazon’s highest possible performance ratings in this role.

Amazon.com | Seattle, WA

Senior Manager, Personalization and Content Platform 2006 – 2010

Led multiple teams related to recommender systems and content management both directly and indirectly. Delivered a new, pluggable, service-based architecture for Amazon’s recommendations technology, a new internal content management system that was over 50% more efficient than its predecessor, and provided strategy and guidance surrounding Amazon’s automated content optimization systems. Also oversaw the team behind Amazon’s “similarities,” including the collaborative filtering algorithms behind “customers who bought also bought” that drove a large percentage of Amazon’s revenue. While at Amazon, I submitted over 15 patent applications that were accepted and filed, hired entire teams, and conducted over 650 in-house interviews. I consistently received “Top Tier” performance ratings.

Software Engineer, Personalization 2003 – 2006

Produced the web service that vends “customers who bought also bought” and related data to Amazon’s website at a scale of tens of thousands of requests per second. This service is in production to this day. Delivered the technology behind Amazon’s sales rank systems and gift buying guides.

SDS International | Orlando, FL

Senior Software Engineer 2001-2003

Architect and principal engineer for SDS’s C2Engine, a scene graph powering the AAcuity PC Image Generator. AAcuity is in use by all major branches of the US military, the Air Force Research Laboratory, Stinger missile training for the Army, combined arms training for the Marines, and training for UAV’s. Submitted patent applications on a novel edge-blending scheme using inexpensive COTS hardware across multiple projectors. See http://www.sdsorlando.com/

Worlds.com | Orlando, FL

Director of Software Engineering 1999-2001

Managed a small engineering organization that produced an early 3D online virtual world. In addition to technical management responsibilities, I was responsible for software architecture and engineered technologies to embed interactive web advertising in a 3D virtual space, and systems for integration with user-generated content, using Java and C++.

Looking Glass Studios | Cambridge, MA

Software Engineer 1998-1999

Developed a scripting engine and terrain engine for the commercial flight simulator Flight Unlimited III, published by Electronic Arts. At Looking Glass, I had the honor of working alongside video game legends such as Doug Church and the founders of Irrational Games.

Sierra On-Line | Oakhurst, CA

Software Engineer 1996-1998

Produced system-level code (in C++) for Quest for Glory V: Dragonfire, Collier’s Encyclopedia, and The Realm. Delivered Macintosh ports of Phantasmagoria, Gabriel Knight 2: The Beast Within (Game of the Year,) Leisure Suit Larry 7, Shivers, Rama, Torin’s Passage, Police Quest: SWAT, Space Quest 6, and others.

Education

University of Central Florida

Coursework towards Master’s in Modeling and Simulation

University of Massachusetts, Dartmouth

Bachelor of Science, Electrical Engineering cum laude

Skills

  • C++, Java, Perl, OpenGL, DirectX, GLSL, HLSL, Cg, CUDA, OpenCL, OpenMP, Android, Leading large technical teams, Distributed systems, Software architecture and design, OOA / OOD, Linux, Windows, MacOS, data mining, machine learning, recommender systems, Hiring the best.

Publications

  • “Physically Based Outdoor Scene Lighting”, Game Engine Gems 1, Jones and Bartlett, 2010
  • “Rendering Physically Based Skyboxes”, Game Engine Gems 1, Jones and Bartlett, 2010
  • “Modeling, Lighting, and Rendering Techniques for Volumetric Clouds”, Game Engine Gems 2, AK Peters, 2011
  • “Simulation of Night-Vision and Infrared Sensors”, Game Engine Gems 2, AK Peters, 2011

Patents (Issued)

 

 

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