Brian Budge

Brian Budge Email and Phone Number

Senior Staff Research Engineer @ Meta
Kirkland, WA, US
Brian Budge's Location
Greater Seattle Area, United States, United States
Brian Budge's Contact Details

Brian Budge work email

Brian Budge personal email

About Brian Budge

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).

Brian Budge's Current Company Details
Meta

Meta

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Senior Staff Research Engineer
Kirkland, WA, US
Website:
metadownhole.com
Employees:
136862
Brian Budge Work Experience Details
  • Meta
    Senior Staff Research Engineer
    Meta
    Kirkland, Wa, Us
  • Meta
    Senior Tlm, Graphics Research
    Meta Mar 2022 - Present
    Menlo Park, Ca, Us
    Leading 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
  • Meta
    Tech Lead/Manager
    Meta Mar 2018 - Apr 2022
    Reality 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.
  • Google
    Staff Software Engineer/Tech Lead Manager
    Google Jul 2015 - Feb 2018
    Mountain View, Ca, Us
    I 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.
  • Google
    Software Engineer, Tech Lead
    Google Sep 2013 - Jul 2015
    Mountain View, Ca, Us
    I 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"
  • Autodesk
    Principal Software Engineer
    Autodesk Sep 2008 - Sep 2013
    San Francisco, Ca, Us
    I 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.
  • Uc Davis
    Graduate Student Researcher
    Uc Davis Sep 2003 - Aug 2008
    Davis, California, Us
    Grad student
  • Amd
    Student Intern
    Amd Jun 2007 - Sep 2007
    Santa Clara, California, Us
    Student Internship
  • Nvidia
    Intern
    Nvidia May 2003 - Sep 2006
    Santa Clara, Ca, Us
    Worked 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.
  • Los Alamos National Laboratory
    Student Researcher
    Los Alamos National Laboratory May 2001 - Sep 2002
    Los Alamos, Nm, Us
    worked on visualization research for two summers
  • University Of Utah
    Student/Undergrad Research
    University Of Utah 2001 - 2002
    Salt Lake City, Utah, Us
    I 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
  • Evans And Sutherland
    Intern
    Evans And Sutherland May 1999 - Apr 2000
    Salt Lake City, Utah, Us
    I wrote graphical database applications

Brian Budge Skills

Cuda Parallel Computing C++ Algorithms Parallel Programming Gpu Software Engineering Programming Opengl Computer Science Linux Computer Graphics C Software Development Distributed Systems Software Design Mpi Optimization High Performance Computing Ray Tracing Multithreading Computer Architecture Image Processing Unix Latex Gpgpu Device Drivers Debugging 3d Visualization Simulations Compilers Stl Directx Applied Mathematics Data Structures Oop Simulation Illumination Optics Visualization Scientific Computing Geometry Linear Algebra Particle Physics Mathematics R&d Scientific Visualization

Brian Budge Education Details

  • University Of California, Davis
    University Of California, Davis
    Computer Science
  • Ulm University
    Ulm University
    Computer Graphics
  • University Of Utah
    University Of Utah
    Mathematics
  • Alta High School
    Alta High School
    High 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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