Pat Sweeney

Pat Sweeney Email and Phone Number

Principal Software Engineer at Microsoft Corporation @ Microsoft
Redmond, WA
Pat Sweeney's Location
Redmond, Washington, United States, United States
Pat Sweeney's Contact Details

Pat Sweeney work email

Pat Sweeney personal email

n/a
About Pat Sweeney

My passion is working on 3D technology for consumer facing products. I have extensive knowledge in computer graphics. I have managerial experience leading teams of both junior and senior developers. Expertise: Modern C++, C#, Win32/.NET, DirectX/Metal, 3D Computer Graphics, Computer Vision, Shaders/Compute Shaders, mesh processing, image processing, surface reconstruction, texture reconstruction, AR/VR, GPU/GPGPU, WPF, MF, MPEG-DASHI have worked on a wide range of products including: Holographic Video (Free viewpoint video software based on reconstruction using depth cameras) AAA rated XBox games (NFL Fever 2004, Forza Motorsport 2, Forza Motorsport 3) Windows Media Player Graphics APIs (Windows Presentation Foundation (WPF), ChromeEffects) Desktop Publishing apps (fully compliant PostScript renderer, desktop publishing software, image editing software)These products have spanned a wide range of platforms including: WIndows, Unix, and MacOS, and various phone platforms

Pat Sweeney's Current Company Details
Microsoft

Microsoft

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Principal Software Engineer at Microsoft Corporation
Redmond, WA
Website:
microsoft.com
Employees:
10
Company phone:
0124 415 8000
Pat Sweeney Work Experience Details
  • Microsoft
    Principal Software Engineer
    Microsoft May 2017 - Present
    Redmond, Washington, Us
    Working in the Perception and Interaction Group in Microsoft Research AI+RPlatform for Situated Intelligence. See paper for details: https://arxiv.org/abs/2103.15975
  • Microsoft
    Principal Software Engineer
    Microsoft Dec 2010 - May 2017
    Redmond, Washington, Us
    Key member working on free-viewpoint video product, using stereo reconstruction. Helped architect and worked on nearly all aspects (processing pipeline, background subtraction, mesh reconstruction, texture reconstruction, texture and mesh compression, and playback engine) of the product. Overview of the system was published in SIGGraph 2015.See paper for details:http://causticpixel.com/papers/fvv.pdf
  • Microsoft
    Senior Software Engineer
    Microsoft Sep 2008 - Dec 2010
    Redmond, Washington, Us
    Lead Graphics Developer on Forza 3 (XBox 360 Game). Lead team of 12 developers responsible for building the graphics engine and low level systems.
  • Microsoft
    Senior Software Engineer
    Microsoft Jan 2006 - Sep 2008
    Redmond, Washington, Us
    Individual contributor on rendering engine team for Forza 2 (XBox 360 Game). Implemented export and runtime rendering of cars. Included morph target support, improved damage model, scene management, LOD support, precomputed radiance transfer (PRT) for car rendering, and initial implementation of animation support.
  • Microsoft
    Senior Software Engineer
    Microsoft Oct 2004 - Jan 2006
    Redmond, Washington, Us
    Development lead on Windows Presentation Foundation (WPF). Lead team of 4 developers in disparate areas. Individual contributor for Bitmap Effects
  • Microsoft
    Software Design Engineer
    Microsoft Oct 2002 - Oct 2004
    Redmond, Washington, Us
    Was Lead Graphics developer for unshipped title (NFL Fever 2006 for XBox 360). Lead team that rewrote the rendering engine.Individual contributor on rendering engine team for NFL Fever 2004 (XBox title). Development lead for 3 developers working in different areas (UI, Audio, and Graphics)
  • Microsoft
    Software Design Engineer
    Microsoft Nov 1998 - Oct 2002
    Redmond, Washington, Us
    Development lead responsible for team of 3 developers for the Media Library Services feature in Windows Media Player (Win32 version)Development Lead for 3 developers delivering Windows Media Player for the Mac, Unix, and WinCE versions.Individual contribute on Windows Media Player (Win32 version)
  • Microsoft
    Software Design Engineer
    Microsoft Oct 1997 - Nov 1998
    Redmond, Washington, Us
    Individual contribute on ChromeEffects Editor (unshipped product that integrated 3D rendering into Internet Explorer)
  • Nestegg Software
    Independent Software Developer
    Nestegg Software Aug 1995 - Oct 1997
    • Sole developer of Marvel, a VRML97-based modeling package. Editor supported display,creation, and editing of VRML nodes. Application developed using MFC. • Sole developer of Picasso, a photo touchup and painting application. Supported various image filters (sharpening, blurring, motion blur, ...). Supported image transformations and region editing. Included various paint tools and image adjustment filters (e.g. contrast/brightness, gamma correction histogram equalization, etc)
  • Intercap Graphics Systems
    Senior Software Engineer
    Intercap Graphics Systems Feb 1994 - Aug 1995
    • Major contributor in developing MetaLinkThis package is a 2D CGM-based graphics package for authoring Interactive Electronic Technical Manuals (IETMs). Responsibilities included development of image transformation, display, and editing routines, MPEG video support, scripting language support, automatic shrink wrapping, device independent drawing and event handling, and various other portions of the product.
  • Eastman Kodak
    Senior Software Engineer
    Eastman Kodak 1993 - 1994
    Rochester, New York, Us
    • Primary developer of Noise-Power Spectrum program (GRAIN)This program is used for calculating the Noise-Power spectrum for a given microdensitometer scan of film. The principal users of this program are the scientists within the research laboratories. This program was written exclusively in C++ and Motif.• Key contributor to core librariesThe GRAIN program described above makes extensive use of graphic libraries used by the development group. Myself and one other engineer were the primary developers of these libraries. These included math, statistics, imaging, Fourier transform, and plotting libraries.• Maintainer of development environment
  • Eastman Kodak
    Development Engineer
    Eastman Kodak 1988 - 1993
    Rochester, New York, Us
    • Principal member of team which developed a PostScript Level II compatible interpreterOur team developed a complete PostScript Level II interpreter. This interpreter was completed in a timely fashion and passed a formal QA process (which entailed passing the Genoa test suite). My responsibilities included development of the halftoning algorithms, path rasterization, and other miscellaneous aspects of the PostScript interpreter’s rendering layer.• Major contributor on team that designed and developed Kodak’s Coloredge Desktop Composition System.This system included a full WYSIWIG graphics editor. Responsible for developing such features as cubic curve fitting, raster to vector conversion, user interface, and general 2D object manipulation and rasterization.• Primary developer of a full-color image editing/retouch applicationThis package included arbitrary shaped brushes, realistic painting effects, image warping, keyboard macros and plug-in filters via a built-in extension language, color dithering, arbitrary transformations, and various other image processing effects. Designed a device independent drawing library which supported a window-like hierarchy with arbitrary clipping, and a window system independent interface library.• Designed and implemented a print server used for Kodak’s Kodiak printerThis was a product probe to a limited number of customers for Kodak’s XL7700 printer. Responsible for developing MacIntosh chooser driver and print server daemon and scheduler for Sun SPARCstation.• Played integral part in developing core librariesAll of the applications listed above, and various other miscellaneous applications were built atop of code libraries developed by our group. My responsibilities included developing, maintaining and enhancing these libraries. These include image manipulation, general data structures, 2D rasterization, window-system abstractions, and device-independent drawing libraries.

Pat Sweeney Skills

C++ Computer Graphics Directx Win32 Api Software Development Software Engineering C# Software Design Game Development Stl Visual Studio Game Programming Xbox 360 Multithreading Xbox Hlsl Opengl Direct3d Wpf Video Games Object Oriented Design Perforce Shaders Agile Methodologies C Kinect Real Time Rendering 3d Production Tools Mesh Processing Wpf Development .net Ios Development Computational Geometry Distributed Systems Scrum Image Processing Linux Computer Vision Free Viewpoint Video Com Mpeg Data Compression Video Compression Win32 3d Math Mesh Generation Global Illumination Javascript Directx 12

Pat Sweeney Education Details

  • Suny Brockport
    Suny Brockport
    Computer Science

Frequently Asked Questions about Pat Sweeney

What company does Pat Sweeney work for?

Pat Sweeney works for Microsoft

What is Pat Sweeney's role at the current company?

Pat Sweeney's current role is Principal Software Engineer at Microsoft Corporation.

What is Pat Sweeney's email address?

Pat Sweeney's email address is pa****@****oft.com

What schools did Pat Sweeney attend?

Pat Sweeney attended Suny Brockport.

What are some of Pat Sweeney's interests?

Pat Sweeney has interest in Painting (Acrylics), Skiing, Poker, Bowling, Golf, Home Remodeling.

What skills is Pat Sweeney known for?

Pat Sweeney has skills like C++, Computer Graphics, Directx, Win32 Api, Software Development, Software Engineering, C#, Software Design, Game Development, Stl, Visual Studio, Game Programming.

Who are Pat Sweeney's colleagues?

Pat Sweeney's colleagues are Xavier Moreels, Mohannad Yehia, Vijaya Bhargavi, Belen Cagigas, Pranay Jay Patel, Srivatsan Kidambi, Dipuo Maria.

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