Brent Oster
About
Brent Oster is from Santa Clara, California, United States. Brent is currently Chief Technology Officer at ORBAI, located in Santa Clara, California, United States. Brent also works as Senior Solutions Architect at NVIDIA, a job Brent has held since Jan 2014. Another title Brent currently holds is Senior Applied Engineer at NVIDIA.
You can find Brent Oster's email address at finalscout.com. FinalScout is a free professional database with over five hundred million business professional profiles and over two hundred million company profiles.
Brent Oster's current jobs
Founded ORBAI in 2018 and led the company and engineering team to develop advanced Generative AI. -Led company technical, IP and business planning efforts -Granted NeuroCAD Utility Patent US # 11514327 + PTC, filed June 11, 2019 -Raised over $500K Friends and Family Investment Round, 2019-2021 -Led team to develop NeuroCAD software tools for authoring Spiking Neural Networks -Personally implemented spiking neural net simulation in CUDA, rendering in OpenGL -Led 5-person team in development of avatar-based chatbots, including James the AI bartender -Filed AGI Utility Patent, US #17/575602 -Co-authored a book titled "Artificial General Intelligence: A Revolution Beyond Deep Learning and The Human Brain -Shows and Interviews: NVIDIA GTC, Tech Crunch, Singularity University
Worked with application providers, customers and partners in Deep Learning, Scientific Computing, and Professional Visualization, helping them architect, develop, and deploy their software on NVIDIA hardware and software platforms. Assisted field business development in guiding the customer through the sales process for GPU computing products, owning the technical relationship and assisting customer in building NVIDIA based solutions. In particular, assisted Facebook with their Big Sur deep learning system, Apple with their Siri DL, and various projects at the National Labs, med sized companies, and startups. Evangelized the NVIDIA GPU Computing solutions to the developer and partner community. Worked at our annual GTC developer conference to showcase NVIDIA technologies, meet with our partners, and made sure we were addressing their needs.
Worked with customers to aid them with their work in CUDA, OpenGL, and DirectX, providing educational presentations, as well as hands on help with implementing and bug fixing their software. - Worked with ILM and Pixar to implement rendering and simulation with CUDA and OpenGL - Worked on the Open Subdiv project with Pixar, to optimize CUDA and OpenGL implementations - Worked with CAD companies to optimize rendering and tessellation pipelines - R&D on a prototype next-gen game engine and global illumination system for cloud games - R&D in character animation, rendering and simulation - Provided feedback to the internal teams for the CUDA, OpenGL, and DirectX drivers and APIs from the customers to enhance those products
- Worked directly with senior management to develop processes and policies, as well as advising on the technical aspects of the 40 person engineering division - Worked with lead software engineers to plan and define projects, create schedules, and staff teams appropriately - Conducted technical design reviews on projects and helped refine that review process - Provided technical leadership and guidance to help the programming teams avoid and overcome obstacles as they arose during development, including staffing shortages, equipment needs, unrealistic technical goals and deadlines. - Helped products through the final stages of development, provided feedback, performance testing, and hands-on programming help during Alpha and Beta - Worked to centralize technology development, streamlining development efforts on different development teams
- Founded the company in March 1998, raised the initial funding and launched the core technology effort - Led development of the Maya Real-Time SDK as a subcontractor to Alias | Wavefront, developing the initial architecture and core 3D graphics technology that provided the basis for the company’s future products - Grew the company from 2 people to 43 in two years, initially handling much of the start up management including hiring, subcontracting, leasing office space and setting up payroll and HR, then passing those duties onto others as the company grew - Developed a business plan for the company and pitched it to partners and investors - Oversaw the overall technical efforts for the company, including a central tools group and two product teams
- Worked with the Jane’s flight simulation group at Origin Systems, writing 3D graphics for PC-based flight simulators - Developed the 3D rendering technology for Longbow2, including software and hardware implementations - Wrote display software for terrain, vehicles, weather, effects, MFD targeting displays, and cockpits - Title won special achievement in graphics from PC Magazine, 1997 and Simulation of the Year from all of the major trade magazines in 1997
- Initially co-founded the company with the original 5 founders - Developed initial technology engine and first software product for the company, Shattered Steel. - Acted as lead programmer/project lead for Shattered Steel, supervising a team of 8 people - Wrote entire code base for 3D graphics, dynamics, game play, AI, and networking subsystems. - Wrote tools and translators for creating content.
- Trained as a pilot with Canadian Armed forces - Received instruction in VFR and IFR flying, as well as low-level navigation, formation flying and aerobatics. - Gained an extensive practical education in meteorology, navigation and applied aerodynamics. - Finished #1 in academics on course, #3 overall.