Jeremy Cowles is a seasoned software engineer and leader with 13 years of experience building graphics, AR/VR, and generative AI systems from Pixar to Valve. He led GPU and USD/Hydra integration efforts at Pixar and later drove artist-facing ML tooling and GenAI initiatives at Unity and his acquired gaming startup before joining Valve. Jeremy blends low-level rendering and performance optimization expertise (Tilt Brush, OpenSubdiv contributions) with product-focused ML leadership, shipping tools that bridge DCC pipelines and real-time engines. Based in Berkeley, he’s equally comfortable authoring CPU subdivision examples in open-source projects and architecting cross-disciplinary teams that turn research into production features.
14 years of coding experience
16 years of employment as a software developer
Bachelor's degree Electrical Engineering and Computer Science, Bachelor's degree Electrical Engineering and Computer Science at University of California, Berkeley
Contributions:124 commits, 105 PRs, 81 pushes in 3 years 2 months
Contributions summary:Jeremy's commits primarily involve adding and updating a CPU-based subdivision example within the OpenSubdiv library. This includes adding code for subdivision with markdown commentary, and incorporating code cleanup. The contributions center on example code for CPU-based mesh subdivision using the library. The user also included fixes.
Integration of Pixar's Universal Scene Description into Unity. UPDATE: This package has been superseded by our new bundle of USD packages. Please see README & link below for further details.
Contributions:1 release, 45 reviews, 689 commits in 3 years 9 months
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