Kyle Birnbaum

Senior AI Engineer at Microsoft

Seattle, Washington, United States
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Summary

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Senior
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Top School
Kyle Birnbaum is a Senior AI Engineer in Seattle with nine years of experience building machine learning systems across consumer, accessibility, and on-device contexts. He has shipped ML features at major tech companies including Google and Microsoft, and worked on on-device ML at Hugging Face and real-time pose estimation and high-performance Rust libraries at Longview. Kyle combines hands-on C++ and backend work—contributing to the prominent Open 3D Engine by enhancing mesh LOD controls—with applied research in computer vision and generative applications. His background spans production infrastructure, mobile/on-device constraints, and performance-focused systems engineering. Comfortable across the stack from Rust and C++ to ML model pipelines, he brings practical optimization instincts informed by a mathematics degree from the University of Washington. Outside core ML work he has a history of full-stack product engineering and a knack for turning complex graphics and algebraic ideas into efficient, deployable code.
code9 years of coding experience
job8 years of employment as a software developer
bookBachelor's degree Mathematics, Bachelor's degree Mathematics at University of Washington
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Github Skills (7)

graphics-engine10
c-language10
cprogramming-language10
game-engine10
3d-engine10
game-development9
3d-graphics9

Programming languages (8)

TypeScriptC++RustJavaScriptSwiftJupyter NotebookRubyPython

Github contributions (5)

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o3de/o3de

Aug 2021 - Aug 2021

Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
Role in this project:
userBack-end Developer
Contributions:4 reviews, 19 commits, 1 PR in 21 days
Contributions summary:Kyle primarily contributed to the Open 3D Engine by exposing and implementing fields within the mesh component to provide greater LOD (Level of Detail) control from the editor. Their work involved modifying C++ files related to mesh processing and editor integration, specifically adding new parameters for screen coverage and quality decay rate. These changes allow for more sophisticated LOD management within the engine, affecting how meshes are rendered based on distance and screen space.
c-plus-plusmulti-platformcommercialworldshalo
Contributions:4 releases, 40 pushes, 4 tags in 4 months
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Kyle Birnbaum - Senior AI Engineer at Microsoft