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Senior Director Of Software EngineeringNvidia Jun 2022 - PresentSanta Clara, Ca, UsDaniel leads a organization focused on developing tools to assist 3rd parties in improving application performance and utilization of every component on a single system or across a multi-node servers: GPUs, CPUs, SOCs, DPUs, NICs, & switches. A wide range of industries are supported, including: HPC compute, deep learning, machine learning, data sciences, graphics, gaming and cover APIs such as CUDA, Vulkan, OpenGL, and Direct3D.
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Director Of Software EngineeringNvidia Oct 2017 - Mar 2023Santa Clara, Ca, UsDaniel manages teams in NVIDIA's Developer Tools organization. His teams focus on platform tools for hardware of all shapes and sizes; regardless of whether it sits on your desk, lives in a server room, or drives itself through town. Our current focus is on helping companies optimize their application's performance through system-wide analysis across the CPU and GPU. His teams tools have been critical to a wide range of projects such as optimizing GPU accelerated deep learning, inference, mlperf, CUDA based simulations, autonomous vehicle stack, and AAA interactive multimedia applications from DCC to video games.Check out how Nsight Systems can help you optimize your LInux and Windows applications to better utilize GPUs. https://developer.nvidia.com/nsight-systems
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Engineering Manager Of Developer Tools MobileNvidia Sep 2012 - Oct 2017Santa Clara, Ca, UsEngineering, program, and product management for Tegra CPU tools: Tegra System Profiler and Nsight Tegra Visual Studio Edition. Nsight Tegra is now an extremely popular Android development and debugging environments among PC & console game developers moving to Android. It has a seamless debugging experience and even Incredibuild support, providing the highest performance build solution. We have integrated it with Epic's Unreal Engine 4 project files and it is their recommended code authoring environment. It has also been recommended by Google staffers as the best solution for Visual Studios integration. Tegra System Profiler is a CPU sampling profiler that has evolved to be far faster and more reliable at collecting a complete call stack backtrace than its competitors on Android. If you're looking for great Android tools, message me and I'll tell you more about what NVIDIA has to offer on both CPU and GPU debugging and profiling.
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Engineering Manager Of Developer Tools PhysxNvidia Oct 2008 - Sep 2012Santa Clara, Ca, UsManage an international team with members from US, UK, Japan, Singapore, and China to develop PhysX plugins for Autodesk 3dsMax and Maya. These plugins enable game physics to be authored within the DCC tool and allow simulation to be previewed. The primary concentration were APEX features: Destruction, Clothing, and automatic character rigid body rigging. The 3dsMax plugins were adopted by Autodesk and rebranded MassFX. The tools were used in such game titles as Portal 2, Mafia 2, Bioshock Infinite, Batman Arkham City, Eve Online, Epic Samaritan Demo. I was also the primary engineer and later architect on the Maya plugin, as well as architect of the object synchronization and simulation system bridge shared between both plugins.
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Manager Of Content ToolsNvidia Dec 2005 - Oct 2008Santa Clara, Ca, UsI am a manager and engineer in a team of 7 who work on FXComposer's core, extensions for PS3, extensions for embedded/mobile devices, and other internal products.Additionally, I am:Khronos COLLADA FX Subworkgroup chairmanKhronos GLFX Workgroup specification editor
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Software EngineerMicrosoft Mar 2002 - Dec 2005Redmond, Washington, UsBegan at Bungie working on Halo2 animation systems and tool chain.Tranferred to DirectX to continue working on product tool chains with Herb Marselas.Co-authored DXSAS 0.8x in conjunction with NVIDIA developing FX Composer.Co-authored DXSAS 1.0Created the Maya HLSL Preview Pipeline. Plugins which hosted Direct3D HLSL FX in Maya as materials and provided a custom DirectX rendering window to visualize these effects in an OpenGL only application.DXOpsDXViewer9DXViewer10
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Software EngineerIntel Jun 1999 - Mar 2001Santa Clara, California, UsTwo internships that extended into additonal contract employment.6 months in the Intel Server Labs working on remote management software.3 months in the Intel Architecture Labs working on 3D software algorithms for games. Extended by ~6 months of contract work.2 patent applications for real time "squash and stretch" simulation to extend their non-photorealistic rendering techniques with animation behavior typically seen in classical cell shaded cartoons.
Daniel Horowitz Education Details
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University Of WashingtonComputer Science
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Start your free trialFrequently Asked Questions about Daniel Horowitz
What company does Daniel Horowitz work for?
Daniel Horowitz works for Nvidia
What is Daniel Horowitz's role in his/her workplace?
Daniel Horowitz's role in his/her workplace is Senior Director Of Software Engineering At Nvidia.
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What schools did Daniel Horowitz attend?
Daniel Horowitz attended University Of Washington .
What is Daniel Horowitz's role in his/her workplace?
Daniel Horowitz has skills like Opengl, Directx, Game Development, Maya, Algorithms, Software Development, Hlsl, Perforce, Cuda, Optimizing Performance, Management, Product Management, Program Management, Object Oriented Design, Software Design, Debugging, Android Development, Linux, C, C++, C#, and Team Management.
Who are Daniel Horowitz's colleagues?
Daniel Horowitz's colleagues are Anan Al-Aghbar, Ori Lapid, Anthony Bost, Sri Charan Nukala, Charles Best, and Sharad Shinde. and Einat Ben Yaish.
Who are the industry peers of Daniel Horowitz at other companies?
Daniel Horowitz's peers at other companies are Sébastien Dominé, Mohamed Fawzy, Chris Ginieczki, Cfa, Charles Loop, Ollin Boer Bohan, and Steve Nash. and Holly Wilper. Daniel Horowitz's peers at other companies are Sébastien Dominé, Mohamed Fawzy, Chris Ginieczki, Cfa, Charles Loop, Ollin Boer Bohan, and Steve Nash. and Holly Wilper.