Jack Myers
Computational scientist & GPU systems engineer — I build numerical methods and the GPU-native frameworks that run them, from variational formulation down to driver-level execution.
Download resume jack@myersjack.dev
Light and sound, simulated as transport on unstructured point clouds — from the light-transport renderer (left) and my M.S. acoustics research.
About
I started in physics (B.S., UC Santa Barbara's College of Creative Studies, summa cum laude) and have spent the years since pushing physics-grade numerical software progressively closer to the metal.
At LaunchPoint EPS I was the principal software author of MAAP, a commercial digital-twin suite for electric aircraft propulsion design built on NASA's OpenMDAO — carrying it from Matlab prototype through a full Python re-architecture to commercial launch. In parallel, I completed a research M.S. at Oregon State, where I developed a novel meshless lattice Boltzmann method for 3D acoustic simulation in computer graphics — while working full-time.
Most recently I spent two years at Intel on the Level Zero compute runtime for Intel GPUs: driver internals, pre-silicon simulation infrastructure, and memory telemetry across two GPU product lines.
Today I run an independent research program built on CospanMDAO, my GPU-first differentiable modeling and optimization framework — currently powering a meshless light-transport renderer (publication in preparation) and Mycelium, a dynamical neural-field architecture. The through-line, from electric motors to sound fields to light to neural dynamics: first-principles physics, discretized carefully, executed on GPUs.
Now
- Open to simulation / scientific-computing, research engineering, and HPC roles (remote-first; Portland, OR local also works) — resume.
- Preparing the public source release of CospanMDAO.
- Writing up the light-transport work for publication.