L E X A N D R E
L I E V R E
6 7 4 6 M I L N E R R O A D H O L L Y W O O D C A L I F O R N I A 9 0 0 6 8
P H O N E : 9 1 7 3 2 8 - 6 4 5 5 E M A I L : a l e x @ f o i n c . c o m
T E C H N I C A L S U M M A R Y :
I have over twenty years of commercial development experience working with Adobe, Apple, Intel, Microsoft, Motorola, Sony and various startup companies. I have strong real-time, parallel processing, optimization and debugging skills. I am very good at solving problems on deadlines and have a great deal of experience working under extreme pressure. I have been exposed to virtually all facets of hardware and software engineering due to working in multimedia for many years. As a result, I have a wide range of skills from the very low level: analog/digital hardware, firmware, drivers and various assemblers to the very high level: software architecture, object oriented design, database, networking, image processing, classical DSP, interactive multimedia, 3D, VR, AR, UX, user interface design and implementation as well as server-side work.
I have won numerous awards for my contribution to the projects I have worked on over the years. I am self taught, a quick learner, highly motivated and enjoy working on a team of A players. I also enjoy interfacing with the world outside of engineering and am able to communicate extremely complex concepts in a simple, usually humorous manner. I am able to work completely independently without management and have built numerous commercial products from soup to nuts this way. I believe in simplicity. Code is always delivered on time and very stable. Having a background in QA allows me to create high quality, bug-free software. This is what sets me apart from my peers.
I am also the original author of YPMobile (for AT&T), Oblique Strategies, ProRemote, ProRemote Light Edition, ProTransport, Pro XY and ProPads all for Apple's AppStore. Some of these applications were released before the AppStore existed.
T E C H N I C A L E X P E R I E N C E :
1/2007 - Present Far Out Labs, LLC Hollywood, California
Entrepreneur. This is my side business where I maintain six products currently shipping in Apple's AppStore for the iPhone and iPad. I am the author of ProRemote, ProRemote Light Edition, ProTransport, Pro Pads, Pro XY and Oblique Strategies. ProRemote allows wireless control of Avid's ProTools from the iPhone and was one of the very first ever iPhone apps existing long before the AppStore opened. Oblique Strategies was a simple random-card-type application.
7/2012 - 9/2019 zSpace, Inc. Sunnyvale, California
Software Engineering Manager. zSpace is a virtual holographic display system with a direct interaction model. Basically it's a very real 3D display with motion parallax head tracking (you can look inside objects just by moving your head). There is a stylus to interact with the 3D data so you get the sense that what you are holding is real and it is unbound by the display (objects can float above the display). You have to see it to experience it! I worked remotely from Hollywood, CA and ran my own group doing mostly next generation research and prototypes. I travelled to Silicon Valley once a month for face-time and meetings. Outside of prototyping, I maintained a critical path application that I wrote. I also acted as a consultant for software architecture and design on other teams. I spent most of my time coding however. I went to Art School so I helped with the industrial design of one of our styluses and changed the look and feel of all our applications based on one of the applications I designed and wrote early-on. I have had to create media for my prototypes (mostly photoreal work and some modeling), so I am completely self-sufficient. I enjoyed working closely with the hardware team as I have considerable low-level experience to contribute and enjoy embedded work. In the past, I also helped out the Sales team by lugging my zSpace to local high profile companies for demos such as Autodesk, Dreamworks, Disney, JPL, GM Design Studio, and Tesla.
- 9,549,174 - Head tracked stereoscopic display system that uses light field type data
- 9,703,400 - Virtual plane in a stylus based stereoscopic display system
- 9,848,184 - Stereoscopic display system using light field type data
- 10,019,849 - Personal electronic device with a display system
- 10,127,715 - 3D user interface-- non-native stereoscopic image conversion
- 10,271,043 - 360 degree visualization of 2D webpage content
- zSpace Alexa demo - this is a zSpace you talk to and you can ask it to show you stuff to buy, then you can pull content out of the screen with the stylus to get a closer look at it. Built using Amazon Voice Services with custom server, Alexa skill and modified Web app.
- zSpace AR laptop - this was a demo of an iPhone taped to our zSpace laptop which passed the video feed and AR data from the iPhone to the laptop for display in stereo with 3D objects overlayed. Basically a stereo head tracked ARKit. This required heavy reverse-engineering of video interfaces and Windows drivers to make this work.
- Shared AR experiences - more than one user could interact in a virtual space using iPhones. The idea was to have a learning app but in full AR used by multiple students simultaneously. I built a demo to prove the concept using a realtime server to synchronize the instances and used auto-discovery to have them all find each other automatically. Apple now supports this functionality directly in ARKit 2.
- Lightfields, ObjectVR 3D- I came up with the idea to take an old technology like ObjectVR and transform it into something that can be consumed with a zSpace in 3D with head tracking. This was the first time we had been able to view raster data on a zSpace (it was previously only model data, nothing actually photographic).
- Ported Microsoft's Galaxy demo for HoloLens to the zSpace.
- Ported zSpace Experience to iOS. For many years I was told this would not be possible.
- Developed code to modify any unsuspecting Unity app to run as AR on the iPhone.
- Synchronized zSpace web-apps. I created a projector-like tech to make two or more instances of the same web-app look like they were all doing the same thing. Imagine multiple apps all linked to each other over the internet acting like one app but with multiple user inputs. This was the basis for a number of forthcoming collaborative apps.
- iPhone AR heart demo - this was written to look like it was synced with the heart demo in zSpace Experience. A secondary user could view the same heart model on their mobile phone in the same position that was being looked at by the primary user on the zSpace. They could also push their phone into the virtual heart and look inside it without messing with the primary user's view.
- 2D -> 3D Chrome extension - I created this chrome extension to find 2D content and automatically remap it to 3D content for use in a zSpace-based version of Chrome (that runs in stereo 3D).
- In-process auto-update - our STEM apps used to update themselves with this code before AppManager existed.
- I created AppManager to update content that didn't have auto-update capabilities, like regular files. This was modeled after package managers like Debian.
- Created a custom version of Apple's Bonjour for use on Windows. zSpace Educational Server was its first client.
- Auto-discovery - our STEM apps would find the zSpace Educational Server using this code. No configuration necessary. This functionality was extended into Unity using a plugin.
- Designed a stylus replacement prototype both in clay and a real working model. The idea was to have a more balanced stylus with a thumb based "mouse wheel" interface.
- Designed and implemented 'zSpace Zone' which was a 3D app launcher who's UI supported both 2D and stereo 3D display interactively. As a side-effect, this app changed the look and feel of all our apps after it was released- it was also our first native standalone zSpace app.
- Ported zSpace Zone to run natively inside of Chrome on a Chromebook for performance metrics research. Done using (P)NaCl/WebGL running native in Chrome.
- Built high speed native file transfer code with auto-discovery for all platforms including iOS and WebSockets.
- The DART demo allowed you to capture real world objects on your mobile device (as 3D models) and then tap your mobile device against a zSpace to magically transfer the model data to that zSpace. This was done using the accelerometer to detect a tap. Then the devices would ping a central server when tapped to connect the two machines closest in tap times by exchanging their IP addresses for peer-to-peer connection.
- Worked with Dacuda Inc. to develop integrated 3D scanner to support zSpace. Implemented an iOS share extension.
- Mobile device as 3D input device demo. You could move your phone around and the object on the zSpace would move the same way the device was oriented.
- Created an ObjectVR from my one of my favorite cameras, a Rolleiflex 2.8f, I think it's from 1960— I shot all the ObjectVR photos. Each ObjectVR was typically comprised of 144 frames that were captured from a very carefully controlled lazy-susan. Imagine being able to view a photoreal picture of a product where you can move your head to see the sides of the product all in 3D.
- Windows 3D desktop environment - this allowed you to pull any Windows window out of the display. It was kinda cool and a bit weird.
- zMouse - this allowed us to use the mouse as a stylus. The mouse cursor was also in 3D. This was shown at zCon in 2013.
- 3D zoom equations that I created to allow us to zoom close into meshes without getting our eyes crossed- this was important for Maya otherwise it was impossible to edit meshes using the stylus. This was also presented at zCon in 2013.
iOS, MacOS, Linux, Android, Light fields, ObjectVR, ARKit, ARCore, Chrome (P)NaCl, Chrome Extensions, OpenGL, WebGL, Metal, HLSL, GLSL, Unity 3D, Unity plug-ins, too many open-source libraries, Emscripten, WebAssembly, WebSockets, and Windows 10.
7/2007 - 8/2009 IQColour Novato, California
Principal Computer Scientist. I worked directly with Dr. Ed Granger on implementing his vision with the fastest, highest quality, most portable code I could produce in the time constraints given. Prototyped a freestanding PDF file IQColour converter for Mac and Windows.
4/2008 - 3/2009 Yellowpages.com Glendale, California
Consultant. I was hired to write the original version of YPMobile, a native iPhone application in time for Apple's iPhone 3G launch and AppStore grand opening. This project involved creating the entire application design and implementation from scratch to finish in less than four weeks. This project is now being maintained by Yellowpages.com which is privately owned by AT&T.
3/2008 - 4/2008 Euphonix Palo Alto, California
Consultant. Prototype research and development.
1/2007 - 3/2008 ClickStar Inc. Santa Monica, California
- Very familiar with Windows DRM licensing architecture.
- Rearchitected and rewrote all the core download functionality to be highly reliable and actually function properly.
- Untangled and removed poorly architected code that reduced this component's download footprint from 12 MB to 1 MB.
- Changed all unreliable asynchronous event driven code to synchronous blocking interfaces. This also optimized the responsiveness of the Clickstar Download Manager's interaction with the web clients that are driving it. This fundamental change lowered the CPU requirements of this 'system level service' significantly.
- Implemented a little task bar icon to give feedback on the download activity.
- Experience with Windows Vista extra security interfaces.
6/2003 - 1/2007 FO Inc. New York City and Hollywood, California
Self Employed / Freelance. C++ product development, research and design of an audio equalizing plug-in for Avid's Pro Tools. The product is fully interactive and runs in real-time. This product is no longer under development as it was based on a hardware/software partnership that has been dissolved.
During this time I also did some contract work for MasterColors LLC. I rewrote and ported their HVC Color Composer plug-in for Adobe PhotoShop to Windows XP. The work ranged from correcting a number of color science related routines to re-implementing the user interface and adding a few new features. This product is currently shipping.
Before this, I formed a self funded project which was intended for the professional audio market. It was shown at the Audio Engineering Society's 119th Convention. I researched and developed a 3D audio "renderer" that allows individuals to listen to audio in synthetic environments enabling creative use of sound in space. The user can import spaces from architectural models, 3D game layouts or any 3D object and manipulate the surfaces of these spaces to represent audio properties such as wood or concrete. The software then has enough information to recreate what audio would sound like coming out of speakers in this virtual space. The user may move the speakers and microphones in the virtual space to control the sound as one would do in a real room. The product is fully interactive and runs in real-time. This technology is applicable to the Film Industry as well as the Game market but was designed to run under Avid's Pro Tools system which is the industry standard for television sound, film post and music production. Another application of the technology can be used to remove reverb from real spaces like subway system Public Address systems.
- Learned many advanced Digital Signal Processing techniques and numerical analysis.
- Created a real-time, low latency, threaded FFT block convolution engine.
- Implemented an impulse response synthesizer.
- Designed and implemented custom FIR filter creation code.
- Wrote an inverse ray tracer to "follow the sound around the space".
- Built a fairly robust 3D interactive renderer running on top of OpenGL that does not stall real-time audio activity.
- Written over 2 million lines of code since the project was started.
- I am the only engineer on the project: I am self-managed, self-taught and disciplined.
10/1996 - 1/2003 Macromedia, Inc. San Francisco, California
Senior Software Engineer / Architect. Part of the Rich Media Authoring Technology group. I worked on Macromedia Director, the leading tool for multimedia professionals and Shockwave which had an install base of approximately 300 million clients. I also worked briefly on Macromedia Flash before leaving the company. When I first started, I worked as part of the ProjectX team where we built Xtras for Director that consisted of either add-ons or entirely new functionality. This company was purchased by Adobe Systems Inc.
- Primarily responsible for the Mac versions of Director and Shockwave, although I was required to work on Windows as well. Responsible for the releases of Director 6 through Director MX (9.0).
- Wrote Macintosh OS patches to fix problems in Microsoft's Internet Explorer to enable Shockwave to run threads without errors.
- Helped redesign the user interface for Director MX on Mac & Windows.
- Rewrote the Quicktime Xtra for Mac & Windows to correct numerous problems with sound and video playback.
- Rewrote the Export to Digital Video and text kerning functionality in Director.
- Collaborated with Intel on Shockwave 3D project which required frequent travel to Intel in Portland, Oregon.
- Ported Intel's 3D technology to the PowerPC in 6 days instead of the estimated 3 months.
- Implemented and integrated an extruded 3D text engine based on font outline code and existing 2D text rendering code.
- Wrote code to create Flash animation based on Bitstream font outline code. Very familiar with OpenType, TrueType and Postscript font formats, including international versions of these font technologies.
- Performed Altivec optimizations for Intel code. This included 3D vector operations as well as compression algorithms.
- Redesigned, rewrote and optimized core graphics routines for Mac OS 9 and X using both high level and assembly level optimizations.
- Solved a speed problem that existed in the Shockwave core for many years and saw a 2000% increase in certain drawing operations.
- Wrote the Import Xtra for Power Point. This Xtra reads Power Point files directly and converts the data into native Director media types. Support for Autoshapes and gradients were handled using the Shockwave Flash file format. This product required complete reverse engineering of the Power Point file format which is undocumented as well as implementing an entire Power Point renderer.
- Co-created MUIDialog (Macromedia User Interface Dialog), a cross platform dynamic dialog driver. I wrote the user interface support for the Macintosh and also implemented a third party library for creating dialogs in C++.
- Built various libraries for internal and 3rd party use to interface with MOA (Macromedia Open Architecture) and C++, this provided exception safe support for components as well as other host functionality. These ship with the Macromedia Director XDKs.
- Solved localization problems with cross platform localizable strings. This allows us to ship one binary containing all languages.
- Integrated the Flash Generator into an Xtra that creates dynamic Shockwave Flash content.
- Fixed critical bugs in Flash MX for MacOS 9/X, also implemented some core functionality in the Flash player.
- Ported Director to OS X. Award was given for it being the first multimedia app to run on OS X DP1.
- Awarded "Altivec Demo God" plaque by Apple Computer for presenting high speed graphics code on G4 Macintosh prototypes for the 1999 WWDC Hardware Keynote. Phil Schiller and I did the presentation for over 2000 attendees, it was intense and fun.
- Designed and prototyped a Flash Application environment that has yet to ship.
- Researched porting Flash MX to Sony Playstation 2 to support hardware accelerated Flash drawing on PS2.
- Researched porting Shockwave 3D to Sony Playstation 2 for hardware accelerated 3D and multimedia display on PS2.
- Specialist in Chinese, Korean, Japanese and Hebrew input systems for Mac and Windows.
- Responsible for enabling Apple and Macromedia to collaborate together after many years of not doing so.
- Visited "cutting edge" Director developers to obtain feedback and criticism. Required flying to various parts of North America.
- Helped the Director Xtra developer community design and build Xtras (which are plug-ins for Director) and answer questions on the various mailing lists.
Assembler Languages: PowerPC, Altivec (or Velocity Engine), Intel x86, SSE, MMX, MIPS, Sony EE (Playstation 2) and 68000 series.
Development environments: Metrowerks Codewarrior, Macsbug, MS Visual Studio, Project Builder, MPW, SimG4, various profilers for Mac and Windows, gcc, gdb.
Extensive knowledge of MacOS 8/9, MacOS X, Linux, Windows (98, NT, ME, XP, 2000) and international versions of these operating systems.
1/1995 - 10/1996 Light Source Computer Images, Inc. San Rafael, California
Software Engineer. Reported to the Software Project Manager. I was the project lead for ColorShop for Macintosh, an award winning hardware and software combination. ColorShop consists of the Colortron, a competitively priced Spectrophotometer, connected via the ADB bus or a serial port used by Graphic Designers and Producers to capture real world colors. This device was capable of emissive, reflective and densimetric measurements and required use of scientific mathematics and verification. This company was purchased by X-Rite/GretagMacbeth.
- The first ever Oscar award winner for Software, Rob Cook was our CEO and one of my mentors. Rob Cook is the original author of RenderMan which is used in many of today's Disney/Pixar films. He currently heads up software development at Pixar studios.
- Worked directly with world renown Color Scientist Dr. Ed Granger.
- Maintained the Colortron Device Driver and code resources that setup hardware gamma tables at startup time.
- Worked on a Hexachrome ColorSync 2 Profile Viewer and updated a Monitor Calibration Control Panel that exports ColorSync 2 profiles.
- Wrote testing tools, parsers, and filters for Quality Assurance and participated in user interface design and implementation.
- Ported entire source base from Think 6 on a 68k to the PowerPC architecture under CodeWarrior.
- Ported ColorShop for Macintosh to the Newton OS.
- Other responsibilities included writing Product Requirement Documents, Internal Engineering Specifications, schedules, software prototyping and technical documentation review.
Languages: C/C++, Pascal, NewtonScript, PowerPC and 68000 assembler.
Development environments: MPW, Metrowerks, Symantec, Visual C++, and Newton Tool Kit.
Object Systems: PowerPlant, Think Class Library, MacApp, Newton OS, and MFC.
Excellent low-level debugging skills and knowledge of low-level hardware interfaces.
Extensive knowledge of System 7 and MacOS 8.
Expert in Color Science and Color Management Systems.
6/1994 - 1/1995 PictureWorks Technology, Inc. Danville, California
Manager of Quality Assurance. Reported to the President, I was responsible for the testing and scheduling of software releases. Products included an image enhancement utility for Apples QuickTake camera as well as a paint system extension for Quark XPress similar to Adobes PhotoShop but much buggier and practically non-functional. This company was purchased by iPIX.
- Graphical user interface and product design.
- Designed and implemented bug tracking database.
- White box testing and low-level debugging in C/C++ to help out the engineering team.
9/1992 - 6/1994 AXS (now Gallery Systems) Alameda, California
Manager of Quality Assurance. Reported to the Vice President of Development, I was responsible for the timely release of bug-free applications for this companys image database and online image cataloging systems. Other duties included systems and network administration for PCs and Macintoshes.
- Created test scripts and test cases for 14 products on both Macintosh and Windows platforms.
- Regression, functionality and black-box testing.
- User-interface design, along with icon and graphical elements.
- Responsible for the release of Apples PhotoFlash Browser.
- Extensive knowledge of AppleScript, Virtual User, and MS-Test.
- Firm understanding of Windows 3.1, Windows 95, Windows NT as well as MacOS Classic.
- Experience with Novell, OSF/1, SunOS, Motif, Openlook and the X-Window system (X11).
6/1991 - 12/1991 The Advantage Group Westport, Connecticut
Programmer. Worked on lease-tracking software for Fortune 500 companies. Duties included fielding technical calls, code maintenance, and source-code documentation. This company was funded by Xerox.
Designed and implemented a user-interface for the report-generator.
Programmed in dBase III+ and Clipper in the MS-DOS environment.
6/1989 - 9/1990 Designers Atelier New York City, New York
Systems Operator. Computerized retouching of continuous tone and line work images for graphic design firms. Paste-ups, color correction, mechanicals, and composites were also electronically generated. An extensive amount of work was produced on Macintoshes while all retouching was done using high-end (re-purposed military) computers. Operated Contex, Superset and Dupont pre-press systems used for layout and packaging design.
E D U C A T I O N :
1995 - 1996 University of California Santa Cruz (Extension Program)
1993 - 1995 University of California Berkeley and Santa Cruz (Extension Program)
1992 - 1993 California College of Arts Oakland, California
1991 Graduated Staples High School Westport, Connecticut
H O B B I E S / S K I L L S :
Lately I've been trying to do some gardening and fine art film photography.
I've been messing around with micro controllers
and robotics, I need a robot to water my plants.
I also enjoy building tube radios and amplifiers when I actually have a second to do so and do not fear electrocution. Ham radio license K6LOT.
I try to ski whenever I possibly can.
I sing, play guitar, bass, piano, drums and enjoy recording music in my home studio.
Dual citizenship and fluent in French.
page last updated: 03sep19