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Daniel Horowitz Email & Phone Number

Senior Director of Software Engineering at NVIDIA
Location: Bellevue, Washington, United States 7 work roles 1 school
1 work email found @nvidia.com LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 100%

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Work email d****@nvidia.com
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Current company
Role
Senior Director of Software Engineering
Location
Bellevue, Washington, United States

Who is Daniel Horowitz? Overview

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Quick answer

Daniel Horowitz is listed as Senior Director of Software Engineering at NVIDIA, based in Bellevue, Washington, United States. AeroLeads shows a work email signal at nvidia.com and a matched LinkedIn profile for Daniel Horowitz.

Daniel Horowitz previously worked as Director of Software Engineering at Nvidia and Engineering Manager of Developer Tools Mobile at Nvidia. Daniel Horowitz holds Bachelor Of Science - Bs, Computer Science from University Of Washington.

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Email format at NVIDIA

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{first_initial}{last}@nvidia.com
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AeroLeads found 1 current-domain work email signal for Daniel Horowitz. Compare company email patterns before reaching out.

Profile bio

About Daniel Horowitz

Daniel Horowitz is a Senior Director of Software Engineering at NVIDIA. He possess expertise in opengl, directx, game development, maya, algorithms and 17 more skills. Colleagues describe him as "Everytime I meet Daniel in person I'm amazed at how smart and fun the guy is. He has great technical ideas, leadership, and diplomatic skills I often wish I had. These talents make him the perfect COLLADA FX chairman and will bring him far."

Listed skills include Opengl, Directx, Game Development, Maya, and 18 others.

Current workplace

Daniel Horowitz's current company

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NVIDIA
Nvidia
Senior Director of Software Engineering
Santa Clara, CA
Website
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7 roles

Daniel Horowitz work experience

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Senior Director Of Software Engineering

Current

Santa Clara, Ca, Us

Daniel leads a organization focused on developing tools to assist 3rd parties in improving application performance and utilization of every component on a single system or across a multi-node servers: GPUs, CPUs, SOCs, DPUs, NICs, & switches. A wide range of industries are supported, including: HPC compute, deep learning, machine learning, data sciences, graphics, gaming and cover APIs such as CUDA, Vulkan, OpenGL, and Direct3D.

Jun 2022 - Present

Director Of Software Engineering

Santa Clara, Ca, Us

Daniel manages teams in NVIDIA's Developer Tools organization. His teams focus on platform tools for hardware of all shapes and sizes; regardless of whether it sits on your desk, lives in a server room, or drives itself through town. Our current focus is on helping companies optimize their application's performance through system-wide analysis across the CPU and GPU. His teams tools have been critical to a wide range of projects such as optimizing GPU accelerated deep learning, inference, mlperf, CUDA based simulations, autonomous vehicle stack, and AAA interactive multimedia applications from DCC to video games.Check out how Nsight Systems can help you optimize your LInux and Windows applications to better utilize GPUs. https://developer.nvidia.com/nsight-systems

Oct 2017 - Mar 2023

Engineering Manager Of Developer Tools Mobile

Santa Clara, Ca, Us

Engineering, program, and product management for Tegra CPU tools: Tegra System Profiler and Nsight Tegra Visual Studio Edition. Nsight Tegra is now an extremely popular Android development and debugging environments among PC & console game developers moving to Android. It has a seamless debugging experience and even Incredibuild support, providing the highest performance build solution. We have integrated it with Epic's Unreal Engine 4 project files and it is their recommended code authoring environment. It has also been recommended by Google staffers as the best solution for Visual Studios integration. Tegra System Profiler is a CPU sampling profiler that has evolved to be far faster and more reliable at collecting a complete call stack backtrace than its competitors on Android. If you're looking for great Android tools, message me and I'll tell you more about what NVIDIA has to offer on both CPU and GPU debugging and profiling.

Sep 2012 - Oct 2017

Engineering Manager Of Developer Tools Physx

Santa Clara, Ca, Us

Manage an international team with members from US, UK, Japan, Singapore, and China to develop PhysX plugins for Autodesk 3dsMax and Maya. These plugins enable game physics to be authored within the DCC tool and allow simulation to be previewed. The primary concentration were APEX features: Destruction, Clothing, and automatic character rigid body rigging. The 3dsMax plugins were adopted by Autodesk and rebranded MassFX. The tools were used in such game titles as Portal 2, Mafia 2, Bioshock Infinite, Batman Arkham City, Eve Online, Epic Samaritan Demo. I was also the primary engineer and later architect on the Maya plugin, as well as architect of the object synchronization and simulation system bridge shared between both plugins.

Oct 2008 - Sep 2012

Manager Of Content Tools

Santa Clara, Ca, Us

I am a manager and engineer in a team of 7 who work on FXComposer's core, extensions for PS3, extensions for embedded/mobile devices, and other internal products.Additionally, I am:Khronos COLLADA FX Subworkgroup chairmanKhronos GLFX Workgroup specification editor

Dec 2005 - Oct 2008

Software Engineer

Redmond, Washington, Us

Began at Bungie working on Halo2 animation systems and tool chain.Tranferred to DirectX to continue working on product tool chains with Herb Marselas.Co-authored DXSAS 0.8x in conjunction with NVIDIA developing FX Composer.Co-authored DXSAS 1.0Created the Maya HLSL Preview Pipeline. Plugins which hosted Direct3D HLSL FX in Maya as materials and provided a custom DirectX rendering window to visualize these effects in an OpenGL only application.DXOpsDXViewer9DXViewer10

Mar 2002 - Dec 2005

Software Engineer

Santa Clara, California, Us

Two internships that extended into additonal contract employment.6 months in the Intel Server Labs working on remote management software.3 months in the Intel Architecture Labs working on 3D software algorithms for games. Extended by ~6 months of contract work.2 patent applications for real time "squash and stretch" simulation to extend their non-photorealistic rendering techniques with animation behavior typically seen in classical cell shaded cartoons.

Jun 1999 - Mar 2001
Team & coworkers

Colleagues at NVIDIA

Other employees you can reach at nvidia.com. View company contacts →

1 education record

Daniel Horowitz education

  • University Of Washington
    University Of Washington
    Computer Science
FAQ

Frequently asked questions about Daniel Horowitz

Quick answers generated from the profile data available on this page.

What company does Daniel Horowitz work for?

Daniel Horowitz works for NVIDIA.

What is Daniel Horowitz's role at NVIDIA?

Daniel Horowitz is listed as Senior Director of Software Engineering at NVIDIA.

What is Daniel Horowitz's email address?

AeroLeads has found 1 work email signal at @nvidia.com for Daniel Horowitz at NVIDIA.

Where is Daniel Horowitz based?

Daniel Horowitz is based in Bellevue, Washington, United States while working with NVIDIA.

What companies has Daniel Horowitz worked for?

Daniel Horowitz has worked for Nvidia, Microsoft, and Intel.

Who are Daniel Horowitz's colleagues at NVIDIA?

Daniel Horowitz's colleagues at NVIDIA include Debraj Sinha, Eriko Tsuda, Alok Mooley, Chen-Hsuan Lin, and Manish Pawar.

How can I contact Daniel Horowitz?

You can use AeroLeads to view verified contact signals for Daniel Horowitz at NVIDIA, including work email, phone, and LinkedIn data when available.

What schools did Daniel Horowitz attend?

Daniel Horowitz holds Bachelor Of Science - Bs, Computer Science from University Of Washington.

What skills is Daniel Horowitz known for?

Daniel Horowitz is listed with skills including Opengl, Directx, Game Development, Maya, Algorithms, Software Development, Hlsl, and Perforce.

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