Christopher Edmonds

Director - XR Platform Engineering

Redmond, Washington, United States
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Summary

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Rockstar
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Top School
Christopher Edmonds is a director-level software and platform engineering leader specializing in AI, computer vision, and mixed reality, currently building XR platform capabilities for defense at Anduril Industries. With a 15+-year technical career that includes multiple senior engineering leadership roles at Microsoft—where he led teams creating HoloLens hand-tracking, ML models, and applied CV/AR systems—he blends deep systems-level C/C++ expertise with product-driven ML research. He has hands-on experience modifying core SDK components for Microsoft’s Azure Kinect, showing comfort with low-level camera data pipelines and cross-platform tooling. Christopher is skilled at scaling high-performance engineering teams to deliver mission-critical, operational systems that combine AI and MR. Based in Redmond, he pairs Stanford graduate-level CS training with dual undergraduate degrees in CS and EE from Oregon State, enabling him to bridge hardware, firmware, and cloud-native software domains. Colleagues would describe him as a pragmatic innovator who moves experimental research into robust, deployable platforms.
code7 years of coding experience
job21 years of employment as a software developer
bookBachelor's Degree, Computer Science, Bachelor's Degree, Computer Science at Oregon State University
bookMaster's Degree, Computer Science, Master's Degree, Computer Science at Stanford University
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Github Skills (4)

sdk10
api-design10
cprogramming-language10
c-language10

Programming languages (4)

PowerShellC++CMarkdown

Github contributions (5)

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A cross platform (Linux and Windows) user mode SDK to read data from your Azure Kinect device.
Role in this project:
userBack-end Developer
Contributions:31 commits, 2 PRs, 1 push in 4 months
Contributions summary:Christopher's primary contribution involved modifying the Azure Kinect Sensor SDK, specifically focusing on the `k4atypes.h` and `k4aplugin.h` header files. These changes included clarifying documentation related to image formats (BGRA32) and modifying the plugin API related to depth engine modes, input/output types, and versioning. The changes suggest involvement in core SDK functionalities related to camera data processing and plugin integration within the SDK. These changes were primarily in C/C++ header files, implying a focus on the underlying architecture of the SDK.
windowslinuxkinectsdkopenvr
cdedmonds/mixed-reality

Jun 2019 - Aug 2019

Contributions:8 pushes in 1 month
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Christopher Edmonds - Director - XR Platform Engineering