James Mccombe

James Mccombe Email and Phone Number

Distinguished Engineer @ Apple
San Francisco, CA, US
James Mccombe's Location
San Francisco, California, United States, United States
James Mccombe's Contact Details
About James Mccombe

20+ years of experience in technical leadership, system architecture and hands-on engineering

James Mccombe's Current Company Details
Apple

Apple

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Distinguished Engineer
San Francisco, CA, US
Website:
apple.com
Employees:
163018
James Mccombe Work Experience Details
  • Apple
    Distinguished Engineer
    Apple
    San Francisco, Ca, Us
  • Apple
    Technical Director
    Apple Jun 2022 - Present
    Cupertino, California, Us
  • Viewmagic
    Cto / Co-Founder
    Viewmagic Oct 2014 - Mar 2022
    • Led the development of a fully real-time 6DOF (Degree-of-Freedom) streaming video system enabling immersive content for AR/VR and solving the eye-contact problem in video calling with 2D displays by allowing the camera to be virtually moved behind the display• Built and worked with tiny team of some of the best engineers in the world• Implemented the algorithms to compute UHD resolution per-pixel depth probability distributions in real-time using the GPU• Implemented automated DFM (Design for Manufacturing) camera calibration process to measure camera optical properties and spatial alignment with sub-pixel accuracy at 4K resolution• Implemented high performance multi-camera ISP in software on the GPU
  • Imagination Technologies
    Director Of Ray Tracing Technologies
    Imagination Technologies Dec 2010 - Oct 2014
    Kings Langley, Hertfordshire, Gb
    • Led transition of the start-up I founded, Caustic Graphics, Inc., into the acquiring company.• Led integration efforts between the GPU architecture team at Imagination in England and the ray tracing team in San Francisco to merge the hardware designs, OpenGL ES API, firmware and drivers. The PowerVR GPU was in use within the iPhone and iPad along with many other tablet and smartphones in the industry and thus backward compatibility was essential• Mentored many engineers, helping them understand the ray tracing technology• Personally developed the algorithmic model for the new hardware pipeline that performed streaming bottom-up 3D spatial acceleration structure assembly while keeping all intermediate BVH node shuffling within on-chip SRAM alongside the ray storage used for Caustic coherence gathering algorithm
  • Broadcom Inc.
    Consultant Engineer
    Broadcom Inc. Dec 2010 - Feb 2011
    Palo Alto, California, Us
    • Rescued a project involving optimizing 2D user-interface compositing performance on a forthcoming Broadcom SOC integrating the VideoCore 4 DSP architecture• Developed “CompositionEngine” to bypass triangle rasterisation and perform tile-based texture blending in the 2D register file of a complex hardware DSP to minimise external bandwidth and hit 60FPS with low power consumption. Almost all developed directly in a specialised vector assembly language
  • Caustic Graphics, Inc.
    Cto / Founder
    Caustic Graphics, Inc. May 2006 - Dec 2010
    • Founded a company to bring cinema quality ray tracing to the mainstream• Built a team of 30 individuals including many engineers in both software and hardware• Co-invented several key algorithms to improve memory bandwidth and SIMD efficiency when processing scattered rays for real-time performance in consumer applications• Led a team through API design and implementation of “OpenRL” and its publicly launched SDK, a proposed industry standard graphics API for ray tracing. Managed complex trade-offs between diverse rendering algorithm needs, necessary constraints to maximise hardware efficiency and enabling GPU and CPU implementations• Personally developed the algorithmic models for coherence gathering thread scheduler• Deployed algorithms in both 90nm ASIC @ 350Mhz and FPGA form
  • Apple
    Mobile 3D Graphics Architect
    Apple 2004 - 2006
    Cupertino, California, Us
    • Implemented a high performance OpenGL ES tile-based software renderer for the Broadcom VideoCore II DSP – a 150Mhz, 16bit integer, 16 wide SIMD vector chip originally designed for MPEG decoding• The result was an energy efficient OpenGL ES software stack with fill rates exceeding 80Mpixels/second• This enabled the graphics and mobile gaming on the 5th generation iPod Video and the upper level OpenGL stack was used on the iPhone
  • Apple
    Sr. 3D Graphics Engineer
    Apple 2001 - 2004
    Cupertino, California, Us
    • Implemented the OpenGL software renderer for Mac OS X including complete support for GLSL which was used for final rendering in Final Cut Pro and Motion before the GPU hardware was capable• Developed JIT shader compiler that stitched my hand written PowerPC/Altivec assembly code segments• Developed OpenGL Shading Language specification and its earlier precursors as a member of the Khronos standards group, working with individuals at several graphics hardware companies• Designed and implemented “ShaderBuilder”, a tool to allow real-time shader development and debugging, which shipped with Mac OS X
  • Firepad, Inc.
    Software Engineer
    Firepad, Inc. 2000 - 2001
    • Designed and implemented a vector graphics engine and encoding scheme optimised for PalmOS devices• This enabled street maps and 3D wireframes to be viewed in real-time on low cost mobile devices
  • Sinewave Computing
    Partner
    Sinewave Computing 1999 - 2000
    • Developed “Dreadling”, the world’s first fully texture mapped, multi-level grayscale 3D game for the Palm Pilot, featured in the New York Times• Developed “Vexed”, a popular puzzle game for PalmOS, now an open-source project on many platforms
  • Tgm Computer Systems
    Programmer
    Tgm Computer Systems 1997 - 1998
    • Developed “Kingswood Sheep”, a Windows GUI based pedigree sheep farm management program, written in Borland Delphi with SQL database links

James Mccombe Skills

Opengl Computer Graphics Asic Gpu C Opengl Es Directx Parallel Programming Debugging Software Engineering Linux Algorithms Perl Embedded Systems Device Drivers Python Soc Gpgpu Objective C Win32 Api Multithreading Qt Image Processing 3d Graphics Subversion Git Glsl Shaders Opencl Perforce

Frequently Asked Questions about James Mccombe

What company does James Mccombe work for?

James Mccombe works for Apple

What is James Mccombe's role at the current company?

James Mccombe's current role is Distinguished Engineer.

What is James Mccombe's email address?

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What are some of James Mccombe's interests?

James Mccombe has interest in Digital Logic, Computer Graphics, Mechanical Systems, Classical Composition, Parallel Programming.

What skills is James Mccombe known for?

James Mccombe has skills like Opengl, Computer Graphics, Asic, Gpu, C, Opengl Es, Directx, Parallel Programming, Debugging, Software Engineering, Linux, Algorithms.

Who are James Mccombe's colleagues?

James Mccombe's colleagues are Christoph Viehboeck, Purva Anasane, Sagar Pilgar, Dragancho Veljanovski, Tanveer Iqbal, Abhimanyu Singh, Laura, Yun Jou Chou.

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