Sam Bourne

Sam Bourne Email and Phone Number

Software Engineer at NVIDIA @ NVIDIA
santa clara, california, united states
Sam Bourne's Location
Santa Monica, California, United States, United States
About Sam Bourne

I enjoy learning new things, mentoring other developers, and optimizing workflows.

Sam Bourne's Current Company Details
NVIDIA

Nvidia

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Software Engineer at NVIDIA
santa clara, california, united states
Website:
nvidia.com
Employees:
18356
Sam Bourne Work Experience Details
  • Nvidia
    Software Engineer
    Nvidia Nov 2023 - Present
  • Luma Pictures
    Senior Pipeline Developer
    Luma Pictures Nov 2021 - Oct 2023
    Santa Monica, California, United States
    • Mentor a team of 8 junior and mid-level developers.• Review code and ensure quality standards.• Contributed CI/CD workflows for pipeline code releases.• Built system for asynchronously streaming results from Deadline tasks.• Introduced event-based processing via pubsub messages consumed by Google Dataflow pipelines. ◦ Used to trigger automatic hair simulations, QC renders, or show specific needs. ◦ Automatically push relevant data to ftrack.• Containerized Luma’s primary mariadb database for testing both locally and in CI.• Co-developed a Docker build tool (dockyard) for creating cached, reproducible builds via a yamlmanifest.• Deployed REST pipeline services for using Mattermost (Slack clone) as an automation playbook UI.• Created high-level type-safe API for authoring RPC services. Originally written to handle Windows/Linux differences without needing to rewrite a lot of Luma’s core code.• Oversaw pipeline integration of Unreal for layout. Helped design a custom USD export procedure to get data out of Unreal.• Authored local render management UI for Unreal to streamline rendering.
  • Luma Pictures
    Pipeline Developer
    Luma Pictures Oct 2010 - Nov 2021
    Santa Monica, California, United States
    • Adopted Apache Beam for high-level orchestration / automation of complex VFX workflows. ◦ Created Docker containers that could run Luma’s pipeline code. ◦ Created Kubernetes deployments for Flink and Beam services. ◦ Authored a variety of custom Beam transforms including some that could deliver work to Deadline and poll for the results.• Created SceneFactory, a scene templating system to enable procedural automation and multi-shotworkflows. ◦ Implemented for our core DCCs Maya, Houdini, Katana and Nuke. ◦ Enables single artists to run many shots through template scene files. Massively reducingoverhead of executing similar shots. ◦ Created a suite of Nuke nodes used for multi-shot templating scripts. ◦ Created a template registration system which allowed overrides at the project, sequenceor shot level. ◦ Created update routines for scene inputs (typically USD) which allow users or upstream automation steps to pass along specific opinions about which inputs to use in the scene.• Created a render submit UI in Katana for multi-shot scenes.• Helped deploy cloud rendering in Google Cloud Platform (GCP).• Developed a node-based full-stack application “rill” used for automating tasks across applications. ◦ Built with a Python/Gevent/ZMQ backend and a JavaScript/React frontend. ◦ Automated fluid simulations for "Spider-man: Homecoming" using Maya, Houdini, Katana,and Nuke. Enabled a single FX artist to oversee the entire sequence.• Orchestrated adoption of ftrack for production management tracking.• Implemented a preflight problem detection system to check for and easily resolve common issuesbefore submitting jobs to the farm. This was integrated into Maya, Katana, Houdini, and Nuke.• Integrated Mari into our pipeline which included running exports on the farm.
  • Luma Pictures
    Technical Coordinator
    Luma Pictures Oct 2010 - Jan 2014
    Santa Monica, California, United States
    • Handled all data coming in/out of the company.• Generate hundreds of hours of turntable footage of various makes and models of Toyota vehicles. Prepared CG vehicles for an automation pipeline that I was also responsible for writing and maintaining. Handled most client interactions and ran the project almost completely independently.• Designed automated HDRI pipeline for processing set data.
  • Speedtech Design Group
    Digital Artist
    Speedtech Design Group Jun 2009 - Oct 2010
    Tempe, Arizona, United States
    • Adopted Shotgun for production tracking.• Design packaging, logos, marketing material, videos, and websites for various brands. • Create 3D renditions of products.

Sam Bourne Education Details

Frequently Asked Questions about Sam Bourne

What company does Sam Bourne work for?

Sam Bourne works for Nvidia

What is Sam Bourne's role at the current company?

Sam Bourne's current role is Software Engineer at NVIDIA.

What schools did Sam Bourne attend?

Sam Bourne attended University Of Idaho.

Who are Sam Bourne's colleagues?

Sam Bourne's colleagues are Cruz Dewilde, Elio Karam, George Mitchell, Léopold Cambier, Yousef Haddad, Janmesh Kalra, Wenting Jiang Cn.

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