These days, I am doing research in graphics at Imagination
Technologies (better known under its previous moniker “VideoLogic”
by the older more experienced gamers and game
developers). This mostly takes the form of me trying to make sense
of GPU architectures and leveraging that to improve current
algorithms so as to inform hardware and software implementations
(way, way down the line).
I have previously worked at Gravity Sketch, where I contributed to building the geometry kernel of the eponymous application: a collaborative, VR, 3D modeling tool. Amongst other things, I have worked on making the Catmull-Clark subdivision algorithm not totally suck, surface parametrisation for texture mapping, and battled the various 3D formats for import/export from/to other CAD tools.
Before that, I did — or more accurately, tried to do — mathematical research, and studied stuff related to symbolic dynamics, tilings, and thermodynamic formalism. You can find my articles on the arXiv if you’re so inclined, but this is pretty old news now.