Self-employed at Scientific Computing and Imaging Institute at the University of Utah
Fresno, California, United States
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Summary
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Senior
🎓
Top School
Laura Lediaev is a computer graphics rendering engineer with a decade of experience building production-quality ray tracers and material models for film and visualization. She has shipped rendering features at Sony Pictures Imageworks and contributed path guiding for Hyperion during a Disney Animation internship, and her open-source work on OSPRay shows a deep focus on physically accurate materials—particularly thick glass and absorption behavior. Now self-employed in Fresno, she blends academic rigor from a PhD in Physics with practical engineering learned at Intel, Pixar and SpaceX to solve tough lighting and pipeline problems. Colleagues know her for improving core path tracers and environment shading in ways that directly impact realism in high-fidelity visualization.
10 years of coding experience
6 years of employment as a software developer
Doctor of Philosophy (PhD), Physics, Doctor of Philosophy (PhD), Physics at Montana State University-Bozeman
Bachelor of Science (BS), Computer Science, Bachelor of Science (BS), Computer Science at California State University, Fresno
An Open, Scalable, Portable, Ray Tracing Based Rendering Engine for High-Fidelity Visualization
Role in this project:
Back-end Developer
Contributions:40 commits in 10 months
Contributions summary:Laura primarily focused on enhancing the glass material within the ray tracing engine. They made multiple attempts to fix and improve the thick glass material implementation, including adding absorption features. The user also made updates to the path tracer, including adding environment shading options and adjusting lighting calculations. Their contributions show a focus on the core rendering pipeline and material behavior.
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Laura Lediaev - Self-employed at Scientific Computing and Imaging Institute at the University of Utah