I currently am on a break from full-time employment, and using this time to learn the things I truly care about and share them. This means I am spending time doing some shader stuff, keeping an eye on the art produced by the demoscene people and timidly starting to follow suit, developing my own 2D game from scratch, and tutoring maths and comp sci.
My last gig was 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 took 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 also 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 from/export 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 papers on the arXiv if you’re so inclined, but this is pretty old news now.