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I'm interested in pushing the limits of real-time high-quality graphics, and have used GPUs and other specialized processors for computation, and have written very fast ray tracers using GPUs (pre OptiX and RTX).I have a fairly strong optimization background in general, and I have extensive knowledge of ray tracing and global illumination.I am very interested in massively parallel programming problems, especially on the small scale (SIMD/MIMD), but also including instruction level and task level parallelism. I have written SIMD code for SSE# chips, and with NVIDIA's CUDA language. I have also used pthreads, boost threads, MPI, Google-internal threading libraries, std::thread and std::atomics. I am the primary author of the dispenso task parallelism library: https://github.com/facebookincubator/dispenso. Dispenso is used by more than a hundred projects at Meta where it provides high-performance task parallelism primitives (often higher performance than TBB and OMP).
Meta
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Senior Staff Research EngineerMetaKirkland, Wa, Us -
Senior Tlm, Graphics ResearchMeta Mar 2022 - PresentMenlo Park, Ca, UsLeading some of the team's work in split rendering algorithms, and managing a small number of folks. Also lead for the dispenso task parallelism library: https://github.com/facebookincubator/dispenso -
Tech Lead/ManagerMeta Mar 2018 - Apr 2022Reality Labs Research brings together a world-class team of researchers, developers, and engineers to create the future of virtual and augmented reality, which together will become as universal and essential as smartphones and personal computers are today. And just as personal computers have done over the past 45 years, AR and VR will ultimately change everything about how we work, play, and connect. We are developing all the technologies needed to enable breakthrough AR glasses and VR headsets, including optics and displays, computer vision, audio, graphics, brain-computer interface, haptic interaction, eye/hand/face/body tracking, perception science, and true telepresence. Some of those will advance much faster than others, but they all need to happen to enable AR and VR that are so compelling that they become an integral part of our lives.I first worked in the Surreal machine perception group, and have contributed to efforts leading to the team's Replica work. See linked blog post.I am currently leading a group in the FRL Graphics Research team, where our primary mission is researching how to enable quality graphics for future AR devices. -
Staff Software Engineer/Tech Lead ManagerGoogle Jul 2015 - Feb 2018Mountain View, Ca, UsI was a tech lead on Google Clips, where I helped lead a team that used machine learning to ensure that interesting content reaches the user while boring content is filtered out. I also managed a small handful of talented individuals who worked on this problem. -
Software Engineer, Tech LeadGoogle Sep 2013 - Jul 2015Mountain View, Ca, UsI was a tech lead for part of the core infrastructure at Google. Have a look at the wired magazine article about "Borg" for a taste. A recent paper has more info: "Large-scale cluster management at Google with Borg" -
Principal Software EngineerAutodesk Sep 2008 - Sep 2013San Francisco, Ca, UsI did ray tracing R&D, and wrote the majority of the first version of our cloud renderer from scratch, and co-developed further iterations to the renderer, including multi-node clustered rendering. I also helped with design decisions for the wider service. In addition to working in the core renderer, I designed the majority of the distributed data pipeline. I filed two patents while at Autodesk. -
Graduate Student ResearcherUc Davis Sep 2003 - Aug 2008Davis, California, UsGrad student -
Student InternAmd Jun 2007 - Sep 2007Santa Clara, California, UsStudent Internship -
InternNvidia May 2003 - Sep 2006Santa Clara, Ca, UsWorked 3 summer internships at NVIDIA. The work ranged from testing the texture unit of the geforce 6800 to architecting a new and improved CgFX to assisting in the development of the drivers for the new CUDA programming language/tools. I filed a patent while working on the CUDA team. -
Student ResearcherLos Alamos National Laboratory May 2001 - Sep 2002Los Alamos, Nm, Usworked on visualization research for two summers -
Student/Undergrad ResearchUniversity Of Utah 2001 - 2002Salt Lake City, Utah, UsI researched NPR techniques for providing architectural rendering with different levels of confidence. I also worked on a couple of papers related to photorealistic rendering:http://graphics.cs.ucdavis.edu/~bcbudge/deep/research/nested_dielectrics.pdfandhttp://graphics.cs.ucdavis.edu/~bcbudge/deep/research/irisSynthesis.pdf -
InternEvans And Sutherland May 1999 - Apr 2000Salt Lake City, Utah, UsI wrote graphical database applications
Brian Budge Skills
Brian Budge Education Details
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University Of California, DavisComputer Science -
Ulm UniversityComputer Graphics -
University Of UtahMathematics -
Alta High SchoolHigh School
Frequently Asked Questions about Brian Budge
What company does Brian Budge work for?
Brian Budge works for Meta
What is Brian Budge's role at the current company?
Brian Budge's current role is Senior Staff Research Engineer.
What is Brian Budge's email address?
Brian Budge's email address is bbudge@fb.com
What is Brian Budge's direct phone number?
Brian Budge's direct phone number is +180175*****
What schools did Brian Budge attend?
Brian Budge attended University Of California, Davis, Ulm University, University Of Utah, Alta High School.
What are some of Brian Budge's interests?
Brian Budge has interest in Rock Climbing, Ray Tracing, Sleep.
What skills is Brian Budge known for?
Brian Budge has skills like Cuda, Parallel Computing, C++, Algorithms, Parallel Programming, Gpu, Software Engineering, Programming, Opengl, Computer Science, Linux, Computer Graphics.
Who are Brian Budge's colleagues?
Brian Budge's colleagues are Jiahao Lin, Mst Shahida B., Matt Downing, Sunny Chiu, Ernest Hill, Chijioke Nwaoku, Jakub K..
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