BackgroundCheck.run
Search For

Loren Mcquade, 5023 Southern Hls Dr, Aliso Viejo, CA 92656

Loren Mcquade Phones & Addresses

Aliso Viejo, CA   

Redwood City, CA   

4755 148Th Ave NE, Bellevue, WA 98007    425-5569414   

Irvine, CA   

10982 Roebling Ave, Los Angeles, CA 90024    310-2084158   

Rolling Hills Estates, CA   

Kirkland, WA   

Social networks

Loren Mcquade

Linkedin

Work

Company: Oculus vr 2015 Position: Software engineer

Education

School / High School: University of California, Los Angeles Specialities: Computer Science

Skills

Game Development • Video Games • Directx • Game Design • Perforce • Mmo • Multiplayer • C++ • Computer Games • 3D Graphics • Scripting • Mmorpg • Game Programming

Languages

English

Industries

Computer Software

Mentions for Loren Mcquade

Loren Mcquade resumes & CV records

Resumes

Loren Mcquade Photo 3

Software Engineer

Location:
23 Southern Hills Dr, Aliso Viejo, CA 92656
Industry:
Computer Software
Work:
Oculus Vr
Software Engineer
Carbine Studios 2005 - 2015
Principal Engineer, Wildstar
Blizzard Entertainment 2004 - 2005
Senior Programmer, World of Warcraft
Microsoft 1998 - 2004
Software Development Engineer, Direct3D
Education:
University of California, Los Angeles
Skills:
Game Development, Video Games, Directx, Game Design, Perforce, Mmo, Multiplayer, C++, Computer Games, 3D Graphics, Scripting, Mmorpg, Game Programming
Languages:
English

Publications & IP owners

Us Patents

Preshaders: Optimization Of Gpu Programs

US Patent:
7394464, Jul 1, 2008
Filed:
Jan 28, 2005
Appl. No.:
11/045784
Inventors:
Craig C. Peeper - Kirkland WA, US
Daniel K. Baker - Seattle WA, US
David F. Aronson - Woodinville WA, US
Loren McQuade - Irvine CA, US
Assignee:
Microsoft Corporation - Redmond WA
International Classification:
G06F 15/16
G06F 15/00
G06T 1/00
US Classification:
345503, 345501
Abstract:
A shader program capable of execution on a GPU is analyzed for constant expressions. These constant expressions are replaced with references to registers or memory addresses on the GPU. A preshader is created that comprises two executable files. The first executable file contains the shader program with the each constant expression removed and replaced with a unique reference accessible by the GPU. The first file is executable at the GPU. A second file contains the removed constant expressions along with instructions to place the values generated at the associated reference. The second executable file is executable at a CPU. When the preshader is executed, an instance of the first file is executed at the GPU for each vertex or pixel that is displayed. One instance of the second file is executed at the CPU. As the preshader is executed, the constant expressions in the second file are evaluated and the resulting intermediate values are passed to each instance of the first file on the GPU.

Optimizing Compiler Transforms For A High Level Shader Language

US Patent:
7530062, May 5, 2009
Filed:
May 23, 2003
Appl. No.:
10/445397
Inventors:
David Floyd Aronson - Woodinville WA, US
Anuj Bharat Gosalia - Redmond WA, US
Craig Peeper - Bellevue WA, US
Daniel Kurt Baker - Seattle WA, US
Loren McQuade - Bellevue WA, US
Assignee:
Microsoft Corporation - Redmond WA
International Classification:
G06F 9/45
US Classification:
717159, 717154
Abstract:
A high level shader language compiler incorporates transforms to optimize shader code for graphics processing hardware. An instruction reordering transform determines instruction encapsulations of dependent instructions that reduce concurrent register usage by the shader. A phase pulling transform re-organizes the shader's instructions into phases that reduce a measure of depth of texture loads. A register assigning transform assigns registers to lower register usage by the shader.

Preshaders: Optimization Of Gpu Pro

US Patent:
7619630, Nov 17, 2009
Filed:
Jul 8, 2008
Appl. No.:
12/169364
Inventors:
Craig C. Peeper - Kirkland WA, US
Daniel K. Baker - Seattle WA, US
David F. Aronson - Woodinville WA, US
Loren McQuade - Irvine CA, US
Assignee:
Microsoft Corporation - Redmond WA
International Classification:
G06F 15/16
G06F 15/00
G06T 1/00
US Classification:
345503, 345501
Abstract:
A shader program capable of execution on a GPU is analyzed for constant expressions. These constant expressions are replaced with references to registers or memory addresses on the GPU. A preshader is created that comprises two executable files. The first executable file contains the shader program with the each constant expression removed and replaced with a unique reference accessible by the GPU. The first file is executable at the GPU. A second file contains the removed constant expressions along with instructions to place the values generated at the associated reference. The second executable file is executable at a CPU. When the preshader is executed, an instance of the first file is executed at the GPU for each vertex or pixel that is displayed. One instance of the second file is executed at the CPU. As the preshader is executed, the constant expressions in the second file are evaluated and the resulting intermediate values are passed to each instance of the first file on the GPU.

Usage Semantics

US Patent:
2004016, Aug 26, 2004
Filed:
Feb 24, 2003
Appl. No.:
10/373340
Inventors:
David Aronson - Woodinville WA, US
Amar Patel - Redmond WA, US
Anantha Kancherla - Redmond WA, US
Anuj Gosalia - Redmond WA, US
Craig Peeper - Bellevue WA, US
Daniel Baker - Bellevue WA, US
Iouri Tarassov - Bellevue WA, US
Loren McQuade - Bellevue WA, US
Assignee:
Microsoft Corporation
International Classification:
G06T001/00
G06T015/00
US Classification:
345/522000
Abstract:
Usage semantics allow for shaders to be authored independently of the actual vertex data and accordingly enables their reuse. Usage semantics define a feature that binds data between distinct components to allow them to work together. In various embodiments, the components include high level language variables that are bound by an application or by vertex data streams, high level language fragments to enable several fragments to be developed separately and compiled at a later time together to form a single shader, assembly language variables that get bound to vertex data streams, and parameters between vertex and pixel shaders. This allows developers to be able to program the shaders in the assembly and high level language with variables that refer to names rather than registers. By allowing this decoupling of registers from the language, developers can work on the language separately from the vertex data and modify and enhance high level language shaders without having to manually manipulate the registers. This also allows the same shaders to work on different sets of mesh data, allowing the shaders to be reused. Generally, semantics can be used as a data binding protocol between distinct areas of the programmable pipeline to allow for a more flexible workflow.

Effects Framework Pipeline Integration With Programmable Shader

US Patent:
2004016, Sep 2, 2004
Filed:
Mar 1, 2003
Appl. No.:
10/376376
Inventors:
David Aronson - Woodinville WA, US
Anuj Gosalia - Redmond WA, US
Craig Peeper - Bellevue WA, US
Loren McQuade - Bellevue WA, US
David Martin - Redmond WA, US
International Classification:
G09G005/00
US Classification:
345/700000
Abstract:
Systems and methods for the integration of an effects framework pipeline with one or more programmable shaders of a computer graphics pipeline is provided. In an illustrative implementation, one ore more component interfaces is provided that allow for the communication and processing of data by one or more cooperating components of a computer graphics pipeline. The component interfaces operate on a data file having high level programming computer instruction sets that, inter alia, provide a manner to express one or more constraints and/or variables for desired constraints. In operation, the cooperating components, such as programmable shaders, of the computer graphics pipeline perform one or more steps according to the instruction sets found in the effects data file. The instruction sets are designed to allow a plain language expression of a desired effect without requiring knowledge of the machine level operations of the computer graphics pipeline.

Optimizing Compiler Transforms For A High Level Shader Language

US Patent:
2009021, Aug 27, 2009
Filed:
May 5, 2009
Appl. No.:
12/435919
Inventors:
David Floyd Aronson - Woodinville WA, US
Anuj Bharat Gosalia - Redmond WA, US
Craig Peeper - Bellevue WA, US
Daniel Kurt Baker - Seattle WA, US
Loren McQuade - Bellevue WA, US
Assignee:
Microsoft Corporation - Redmond WA
International Classification:
G06F 9/45
US Classification:
717159
Abstract:
A high level shader language compiler incorporates transforms to optimize shader code for graphics processing hardware. An instruction reordering transform determines instruction encapsulations of dependent instructions that reduce concurrent register usage by the shader. A phase pulling transform re-organizes the shader's instructions into phases that reduce a measure of depth of texture loads. A register assigning transform assigns registers to lower register usage by the shader.

NOTICE: You may not use BackgroundCheck or the information it provides to make decisions about employment, credit, housing or any other purpose that would require Fair Credit Reporting Act (FCRA) compliance. BackgroundCheck is not a Consumer Reporting Agency (CRA) as defined by the FCRA and does not provide consumer reports.