Eric Gregory

Eric Gregory Email and Phone Number

Senior Architect - Siri Devices @ Apple
Larkspur, CA, US
Eric Gregory's Location
Larkspur, California, United States, United States
About Eric Gregory

Eric Gregory is a Senior Architect - Siri Devices at Apple. He possess expertise in python, software engineering, software development, computer graphics, opengl and 21 more skills. Colleagues describe him as "I couldn't have asked for a better mentor during my early career. Eric sets a high bar for leadership through calm, thoughtful, logical actions regardless of his external surroundings, no matter how chaotic they might be. His grasp of how to manage short-term crises with the long view in mind provided me and my coworkers with many teachable moments I've been able to draw on ever since.", "Its extremely inspiring to work with Eric. His clear approach and brilliant ideas make it fun to tackle big challenges. I take his ability to direct a team under great stress with me as as I lead teams years later.", and "Eric's the greatest. Solid, dependable, unflappable, and highly respected by his colleagues."

Eric Gregory's Current Company Details
Apple

Apple

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Senior Architect - Siri Devices
Larkspur, CA, US
Website:
apple.com
Employees:
163018
Eric Gregory Work Experience Details
  • Apple
    Senior Architect - Siri Devices
    Apple
    Larkspur, Ca, Us
  • Apple
    Software Architect - Siri
    Apple Aug 2019 - Present
    Cupertino, California, Us
  • Seriforge
    Vice President, Engineering
    Seriforge Oct 2014 - Mar 2019
    San Francisco, Ca, Us
    Seriforge unlocks the promise of carbon fiber. We create machines and software that automate carbon fiber manufacturing for mass production.Founded company, raised capital, scaled team. Designed and developed prototype and production systems. Directed all R&D and Production projects in support of company strategic goals. Established engineering culture, processes and standards. Principal architect of CAD software, machine control, and data collection & analysis for complex industrial automation systems.
  • Pixar Animation Studios
    Principal Engineer / Software Architect
    Pixar Animation Studios Mar 2002 - Oct 2014
    Emeryville, California, Us
    Lead design and architecture of current studio-wide software infrastructure, pipeline and animation production tools. Lead technical design and development projects including API and component design, core level and domain specific data representation, object and system behaviors, scripting infrastructure, and GUI design.Played a major role in project planning, initial staffing, team and organizational development, process development and training.From 2006-2014 served as a member of Pixar's Patent Committee responsible for oversight of Pixar’s intellectual property portfolio. Personal duties included invention discovery, working with inventors and both inside and outside council, claims strategy, patent applications, and response to PTO actions.Film credits include Finding Nemo, The Incredibles, Cars, Ratatouille, , WALL-E, Up, Toy Story 3, Cars 2, Brave, Monsters University, and upcoming films.
  • Linden Lab
    Software Engineer - Real-Time Character Animation
    Linden Lab 2001 - 2002
    San Francisco, Ca, Us
    Developed the initial character animation engine and character assetproduction pipeline used for Linden World, better known as SecondLife.Designed and developed core character motion system, integratingauthored animation, motion cycles, IK, and synthesized motion.Developed animation production pipeline based on Maya and Poser, including pluginsand data export/import libraries.
  • Strata G Systems
    Owner - Robotics / Motion Control / Animatronics
    Strata G Systems 1987 - 2002
    Animatronics and robotics hardware and software solutions for the Visual Effects industry. Motion control, projection systems, real-time digital and analog I/O.Industrial automation, embedded systems, distributed power control systems
  • Protozoa, Inc.
    Cto
    Protozoa, Inc. 1994 - 2001
    Directed all system design and development of the ALIVE PerformanceAnimation System. ALIVE was used for animation production internally at Protozoa’sown studio. In addition, ALIVE was licensed as a commercial product to productionfacilities around the world. ALIVE was nominated for a Scientific and TechnicalAward by the Academy of Motion Picture Arts and Sciences.Led technical design, implementation, and deployment of high-capacity real-timestreaming 3D animation web sites. Designed and developed Dotcomix contentdelivery network serving animated episodic series to distribution partners and clientweb sites. Development efforts included 3D animation production tools, automatedcontent assembly, publishing and distribution tools, and traffic reporting.Led technical design and software development for Squeezils, a 3D actionsimulator game, developed for PCs, using DirectX, and distributed by Inscape.Member of corporate Board of Directors. Collaborated with officers and investors onstrategic planning, market development, identifying strategic clients and partners.Reporting on progress of internal technical efforts, and technology licensing.
  • Colossal Pictures
    Lead Software Engineer - Motion Capture / Digital Media Production Pipeline
    Colossal Pictures 1992 - 1994
    Designed and developed motion capture and digital puppeteering hardware and software used to produce MOXY, a real-time animated character, which ran for three seasons on Turner Broadcasting’s Cartoon Network.Designed and developed integrated production tools and applications for file conversion, data generation, data viewing, data manipulation, synchronization, playback and output to final media. Data types included digital audio, digital control data, 2D imagery, and 3D animation.
  • Vifx
    Software Engineer - Film Scanning / Visual Effects
    Vifx 1992 - 1993
    Developed multi-processing techniques for high-speed, high-volume film scanning for Visual Effects. Integrated latest generation high-resolution CCD arrays with multi-processor RISC processors for parallelized data transfer and processing.Developed color transformation and conformation pipeline to support use of in-house proprietary film scanners compatible with data from 3rd party (Kodak Ceneon) scanners.
  • Simgraphics Engineering Corp.
    Senior Systems Engineer - Simulation / Cad / Virtual Reality
    Simgraphics Engineering Corp. 1989 - 1991
    Software Engineer - VR Workbench ToolkitDeveloped complete object oriented software architecture for visual simulation and interactive applications. Designed and implemented class hierarchies for geometric modeling, rendering, object database management and user interaction. The system supported real-time, stereoscopic 3D display with FlyingMouse input for human interaction. An advanced geometry management system supported both forward and inverse kinematics with surface detection and penetration prevention.Software Engineer - Automated Airframe Assembly Program (AAAP)Developed and integrated a VR interface for parts assembly simulation and testing into Northrop's proprietary CAD system (NCAD). The VR front end was based on VR Workbench.Software Engineer - Iris GL for IBM RS/6000Ported Iris GL library to the High Performance Graphics Adapter of IBM’s RS/6000 workstations. The effort was done under contract to IBM.Software Engineer - RoadRace - Motorcycle Simulation Entertainment RideSoftware development and systems integration for the RoadRace motorcycle simulation amusement ride. Key features include 6 DOF hydraulic motion platform, accurate and “real-to-touch” rider controls, digital audio sound effects, laser disc based video with motion controlled rear projection, accurate motorcycle physics including rider motion and track terrain data.
  • Perceptronics, Inc.
    Senior Systems Engineer - Real-Time Simulation / Interactive Training Systems
    Perceptronics, Inc. 1987 - 1989
    Designed and developed embedded software for portable precision gunnery training system (PGTS). System featured digital sound effects, digital video motion control, accurate missile ballistics simulation, and trainee scoring and evaluation. This system was used by the US Army and Navy as the training system for the TOW and DRAGON missile systems.Researched and developed distributed vehicle simulation software for interaction on SIMNET network. This project was literally the genesis of real-time distributed visual simulation using Internet technologies (DIS).
  • Gemini Computers
    Systems Engineer - High Performance, Secure Multiprocessing Computer Systems
    Gemini Computers 1985 - 1987
    Developed provably secure operating system software for Gemini’s family of multi-processing computer systems. Designed and developed storage sub-systems (memory, disk and tape) for GEMSOS, Gemini’s multi-level secure operating system. Developed BIOS firmware for port ofGEMSOS to PC/AT architecture.Worked with world renowned leaders in the field of computer and network security.Acquired working knowledge and theoretical understanding of multi-level computersecurity models and their implementation.Trained in rigorous application of development methodologies, formal methods,standards, and quality metrics.Held DoD SECRET and NATO security clearances.

Eric Gregory Skills

Python Software Engineering Software Development Computer Graphics Opengl C++ Linux Distributed Systems Software Design Perforce Agile Methodologies Object Oriented Design Scrum Architecture Scalability Git Objective C Rest Multithreading Scripting System Architecture Large Scale Systems Computer Science Qt Simulation Unity

Eric Gregory Education Details

  • University Of Southern California
    University Of Southern California
    Computer Science
  • University Of California, Santa Cruz
    University Of California, Santa Cruz
    Computer And Information Science
  • Uc San Diego
    Uc San Diego

Frequently Asked Questions about Eric Gregory

What company does Eric Gregory work for?

Eric Gregory works for Apple

What is Eric Gregory's role at the current company?

Eric Gregory's current role is Senior Architect - Siri Devices.

What is Eric Gregory's email address?

Eric Gregory's email address is ericgregory69@me.com

What is Eric Gregory's direct phone number?

Eric Gregory's direct phone number is +141541*****

What schools did Eric Gregory attend?

Eric Gregory attended University Of Southern California, University Of California, Santa Cruz, Uc San Diego.

What are some of Eric Gregory's interests?

Eric Gregory has interest in Fly Fishing, Cooking, Exercise, Electronics, Outdoors, Soccer, Home Improvement, Reading, Crafts, Gourmet Cooking.

What skills is Eric Gregory known for?

Eric Gregory has skills like Python, Software Engineering, Software Development, Computer Graphics, Opengl, C++, Linux, Distributed Systems, Software Design, Perforce, Agile Methodologies, Object Oriented Design.

Who are Eric Gregory's colleagues?

Eric Gregory's colleagues are Carlo Papili, Leon Qiu, Ares Çakır, Jacob Andrade, Safaa Abd Elwahab Ali, Ʀᴀʜᴜʟ Ʀᴜᴅʀᴀ, Tom Burke.

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