Resume / CV

Professional Experience

2019 – Present – Valve Corporation – Engineer (Contract)

Working on VR.

2018 – 2019 – Occipital, Inc – Principal Systems Engineer

Technical leadership, design, and consulting for a variety of projects, including:

  • Structure Core
  • Real-time field calibration for stereo sensors, including elastic deformations
  • Fast fisheye camera modules directly optimized for improved positional tracking accuracy
  • Synthetic photoreal ground-truth data generation for computer vision, machine learning, and optical element simulation/optimization

2015 – 2018 – Occipital, Inc – Hardware Lead

Electrical, mechanical, firmware, and systems engineering for all Occipital hardware projects, including:

  • Mechanical, electrical, and optical design for Structure Core & various prototypes
  • A new diffractive laser projector, optimized for ideal depth performance
  • Software & method for projected pattern optimization in context of depth sensing
  • Critical laser eye safety systems
  • Depth sensor quantitative performance evaluation
  • Production line architecture, software engineering, & jig design
  • Computer vision software development (3D reconstruction, applications)

2014 – 2015 – Occipital, Inc – Embedded Systems Engineer

Electrical, mechanical, and firmware engineering for Structure Sensor and related products.

  • Firmware / MFi development for iOS accessories over Lightning connectors
  • USB device power management, battery state of charge algorithms,
  • Production line software engineering & setup

A global-shutter 1.2-megapixel assisted stereo depth camera with best-in-class performance, plus synchronized accelerometer and global-shutter 160deg fisheye camera.  Hardware and software jointly engineered from the ground up for high-accuracy, minimum-latency SLAM systems.  Sold in a case, or as bare modules for OEM integration.

Patents

US 11,442,542 B2, “Systems and Methods for Eye Tracking”

US 11,209,657 B2, “Position tracking system for head-mounted display systems that includes angle sensitive detectors

US 11,073,906 B1, “Eye Tracking System for Head-Mounted Display Devices”

US 11,218,688 B2, “Apparatus and Methods for Three-Dimensional Sensing”

US 10,970,929 B2, “Boundary Detection using Vision-Based Feature Mapping”

US 10,708,573 B2, “Apparatus and Methods for Three-Dimensional Sensing”

Products

Structure Core – structure.io/core

Specific Contributions:

  • Overall system architecture
  • R&D leadership
  • Mechanical & optical design
  • Diffractive projector system design, prototyping, & production
  • Photorealistic raytraced simulation of assisted stereo systems and projector patterns
  • Production line design (calibration / test stations, production tracking system architecture)
  • Real-time field calibration & compensation for mechanical deformations and dynamic effects of temperature on optics

Structure Sensor – structure.io/structure-sensor

A structured-light depth sensor for iOS devices, plus all the software and SDK for 3D scanning, SLAM, inside-out positional tracking, and mixed reality.

Specific contributions:

  • Firmware / Driver / MFi development
  • Production line station creation & setup
  • Computer vision application & SDK development
  • Mechanical design

Bridge Engine / Bridge Headset – https://bridge.occipital.com/

An inside-out 6-DoF tracked headset, powered by Structure Sensor and iPhone.  Uses a dense reconstruction of the scene to occlude virtual objects with real ones (“Mixed Reality”), as well as provides information about the scene to virtual characters or objects.

Specific contributions:

  • “Robot navigation” system for virtual character in real space
  • R&D + prototyping for a 6-DoF inside-out tracked controller
  • Mechanical design for Wide Vision Lens
  • Demo development

Presentations

IS&T Electronic Imaging 2018 – Multi-Camera Systems for AR/VR and Depth Sensing

Boulder Startup Week 2017 – Improving VR Experiences with New Sensor Tech

Boulder Startup Week 2017 – 3D Sensing for Robotics

Boulder Startup Week 2016 – Force-feedback and interaction in VR