Thomas Burnett

Thomas Burnett Email and Phone Number

Director of Robot Platform Software @ Apptronik
Austin, TX, US
Thomas Burnett's Location
Austin, Texas, United States, United States
Thomas Burnett's Contact Details

Thomas Burnett work email

Thomas Burnett personal email

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About Thomas Burnett

I have worked in light-field holography, 3D/light-field rendering, 3D visualization, 2D image processing, robotics and processor simulation over the last 30 years. Presently, I am leading teams of developers building new light-field display (LfD) technology, advanced 3D visualization systems and semi-autonomous terrestrial robots.My personal specialties include: C/C++ Software Development and Architecture, OpenGL/GLES, 3D & Light-field Rendering, Image Processing, Holography, Machine Control, Game Development, Windows, Linux and iOS Development.GitHub: https://github.com/TLBurnett3

Thomas Burnett's Current Company Details
Apptronik

Apptronik

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Director of Robot Platform Software
Austin, TX, US
Website:
apptronik.com
Employees:
255
Thomas Burnett Work Experience Details
  • Apptronik
    Director Of Robot Platform Software
    Apptronik
    Austin, Tx, Us
  • Apptronik
    Engineering Manager - Platform Software And Firmware
    Apptronik Aug 2024 - Present
    Austin, Texas, United States
  • Fovi3D
    Cto/Principal Software Engineer
    Fovi3D Nov 2015 - Aug 2024
    Austin, Texas Area
    Chief software architect and principal software engineer/researcher with a focus on light-field technologies, 3D multi-view rendering and the natural and intuitive visualization of complex 3D data. • Principal software engineer for 3D battlespace and ship digital twin visualization research projects. Built using FoVI3D’s CRos software framework. [C++, Qt, OpenGL, ZMQ, Bullet, FlatBuffers, UE5]• Architect and developer of CRos, an efficient and portable Task processing framework that manages the processing and publication of network messages using a ThreadPool and TaskGraph architecture for the purpose of reducing the computation Size, Weight, and Power (SWaP) requirements of robotics, internet of things (IoT) and digital-twin applications. [C++, ZMQ, OpenCV, PCL, FlatBuffers]• Architect, designer, and developer for FoVI3D’s CRO MK1 Rover, a 4x2 wheeled, terrestrial robot for offroad trail/path finding and navigation research. Built using FoVI3D’s CRos software framework. The primary vision-based navigation task segments and labels RGB imagery on a mobile ARM GPU using a custom CNN developed by FoVI3D. [C++, Python, TensorFlow, CNN, OpenCV, Jetson Nano]• Created computer generated hologram rendering demonstration from point clouds. [C++, GLM, PCL]• Developer of the patented BowTie Radiance Image Rasterization algorithm for light-field rendering. A 30-120x speed improvement (in simulation) over the Double Frustum algorithm. [C++, OpenGL, GLM]• Principal engineer and patent author of the ActiveHogel, a frameless, tileable, spatial light modulator designed to accommodate large format light-field displays.• Principal engineer for the DK2 and GoodLife light-field displays. Developed rendering systems. [C++, OpenGL, GLM, OpenCL]• Principal software engineer and architect for FoVI3D’s light-field display calibration and metrology software. [C++, OpenGL, Qt]
  • Rattan Software
    Principal Software Engineer
    Rattan Software Mar 2013 - Nov 2015
    Austin, Texas Metropolitan Area
    • Developed light-field camera and display radiance image rendering and validation software. [C++, OpenGL, GLSL, OpenCV, OpenCL, Qt, GLFW]• Developed stereo pair calibration and depth from stereo pair software. [C++, OpenCV]• Developed 3D physics engine and math acceleration libraries for iOS games. [C++]• Developed and released Groundhog Assault 3D (GHA) and Tank Battle Head-to-Head for iOS. Later ported GHA to Unreal Engine 4. [C++, OpenGL ES, UE4]
  • Lab7 Systems
    Vp Of Engineering
    Lab7 Systems Feb 2013 - Jan 2014
    Austin, Texas Area
    Responsible for the day-to-day operation of the engineering team, managing the development schedule and of product delivery. At Lab7, we developed a web based application to manage the provenance and workflow of gene-sequencing research and analytics.
  • Zebra Imaging
    Principal Software Architect
    Zebra Imaging Sep 2004 - Feb 2013
    Austin, Texas Area
    Software technology lead responsible for overseeing software engineering and architecture decisions for light-field holographic prints and motion displays. Technical liaison to commercial and defense marketing and senior management.• Principal Investigator and Director for the light-field holographic ZScape Motion Display (ZMD) (2012-2013). Voted by Time Magazine as one of the top 50 inventions of 2011.• Responsible for investigating new technology trends (such as Kinect, Photogrammetry, and iOS) to support new business development opportunities. [C++, OpenGL, OpenCL, PCL]• Interfaced with customers and stake holders to derive software requirements and risk mitigation strategies.• Contributed to light-field display patents: architecture, calibration, and rendering.Software Team Lead and Manager 2006-2011• Managed software team, graphics/artist personnel, and supervised IT group, +15 direct reports.• Responsible for project planning, resource management, and hiring.• Technical lead for software projects ranging from static hologram imager control and dynamic holographic display systems to high-speed rendering solutions. [C++, OpenGL, GLFW, Assimp]Senior Software Engineer 2004-2006• Member of the dynamic light-field display research team. Responsible for real-time, light-field display radiance image rendering. US Government/DARPA funded grant. [C++, OpenGL]• Developed static light-field imager control code. [C++]• Wrote light-field radiance rendering code to create holographic, topographic maps for the US Army reducing holographic rendering time from 5 days to 2 hours. [C++, OpenGL, GLUT, GLFW]
  • Eastman Kodak
    Contract Software Engineer
    Eastman Kodak 2003 - 2004
    Austin, Texas Area
    Kodak acquired Applied Science Fiction in March of 2003. Continued previous work on vector math and imaging libraries. Developed code to test the FPIM (Film Processing and Imaging, formerly known as the Digital Film Processor) hardware before final machine assembly. Digital Dust [Windows, C++, tVec]Developed an algorithm and code to remove dust and specks from digital image scans. Detected areas of high detail verses areas of uniformity and only applied dust removal in uniform regions. Dust and specks were effectively removed without blurring the image.Image Station and Field Replaceable Unit Tests [Windows, C++, MFC]Developed an application suite to test the FPIM’s robotic and imaging components for use in both assembly line and test bench scenarios.
  • Applied Science Fiction
    Senior Software Engineer
    Applied Science Fiction 1999 - 2002
    Austin, Texas Area
    Developed vector and image mathematical libraries and data paths for the Digital Film Processor, a system designed to digitally render images from undeveloped 35mm film. Digital Film Processor Image Path and Image Library [Windows, Linux, C++, tVec]Developed DFP image rendering and noise processing routines under the direction of ASF’s chief scientist, Dr. Albert Edgar. Quad-G4 Processor Daughter Card OS, Libraries and Utilities [Windows, Linux, C++, MFC]Co-Developed an embedded processor operating system for an in-house quad-G4 processor daughter card. Each processor had complete independent functionality with direct (DMA) memory-to-memory data transfer. Utilities included a Windows based monitoring and management application that could control or examine all daughter processors independently or in groups.tVec Vector Library [Windows, Linux, Mac OS, C, AltiVec, SIMD]Co-wrote and managed the development of an extensive and highly optimized vector float math library of ~100 functions. Implemented in scalar and AltiVec/SIMD intrinsics, the library detected processor level and automatically reassigned function pointers accordingly.
  • Schlumberger
    Software Engineer Iii
    Schlumberger 1998 - 1999
    Austin, Texas Area
    Developed borehole equipment modeling and property editing software for the GeoFrame System Components group.Graphical Borehole Equipment Modeler [Windows NT, VC++ 6.0,Visio, MFC, COM]Designed both a Visio template and an Open Inventor based application to graphically model borehole equipment as described in a borehole equipment database. Borehole Equipment Catalog [Windows NT, VC++ 6.0, Active X, MFC, Ole]Developed a catalog of borehole equipment, hierarchically categorized by job/equipment type. The catalog defined connectivity and containment rules for borehole modeling and acted as a drag source for common borehole equipment.
  • Ibm
    Staff Software Engineer
    Ibm 1990 - 1997
    Austin, Texas Area
    Developed and supported logic simulation tools for the Power, Power2 and PowerPC design projects. Design Logic Synthesis and Model Build [AIX, C/C++]Architected logic synthesis and optimization systems for both compiled code and event driven cycle simulators. Logic synthesis consisted of translating a box/net graph of compiled DSL, Verilog or VHDL into logic gates for a target simulator. For the compiled code simulators, this required generating executable RISC assembly to represent models. Optimizations included standard boolean logic reductions, redundancy removal, gate compaction, zero sink cone removal and assembly instruction reordering and register leveling.Graphical Logic Database Browser [AIX, Motif, C++]Developed an application to graphically display the contents of a logic design database in a levelized box/net graph. Provided trace functions and back annotation of design data such as timing and AET values. Client/Server Distributed Simulation Environment [AIX, Motif, C] Worked on a team to produce a client/server distributed simulation environment and related data and server management utilities. Server featured multiple job queues, CPU usage monitoring, job tracking, and priority job scheduling. Developed a Motif application to monitor and administer jobs, queues and machines in the distributed simulation environment.

Thomas Burnett Skills

Software Engineering Object Oriented Design Opengl Opengl Es Glut C++ Visual C++ Holography Ios Development Kinect Game Development Image Processing Simulation Software Windows Linux Glfw Start Ups 3d Rendering Software Development C Embedded Systems Opencl Opencv Qt Gui Algorithms Simulations Glsl Testing Debugging Computer Graphics Python Oop Software Design Subversion Distributed Systems Systems Engineering Multithreading Project Management Architecture Cmake Artificial Intelligence Web Applications Programming Object Oriented Programming

Thomas Burnett Education Details

Frequently Asked Questions about Thomas Burnett

What company does Thomas Burnett work for?

Thomas Burnett works for Apptronik

What is Thomas Burnett's role at the current company?

Thomas Burnett's current role is Director of Robot Platform Software.

What is Thomas Burnett's email address?

Thomas Burnett's email address is tb****@****i3d.com

What schools did Thomas Burnett attend?

Thomas Burnett attended Texas A&m University, Colegio Maya.

What skills is Thomas Burnett known for?

Thomas Burnett has skills like Software Engineering, Object Oriented Design, Opengl, Opengl Es, Glut, C++, Visual C++, Holography, Ios Development, Kinect, Game Development, Image Processing.

Who are Thomas Burnett's colleagues?

Thomas Burnett's colleagues are Ruby Herrera, Colby Sullivan, James Cobau, Erik Weyker, Ashutosh Morde, Ryan Vasquez, Stephen Welch.

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