ERIC GREGORY
Vice President for Engineering

Eric Gregory is presently employed at PIXAR, elaborating on the high-end programming he brought to military simulation software, the gaming industry and the development of performance animation and motion capture software. He joined the Soulware team to review and specify the Soulware kernel.

An inventor and comprehensive innovator Mr. Gregory has worked in every aspect of contemporary computer science ranging from classified security systems to break though entertainment applications for console and Internet games and real-time performance animation of virtual characters. Soulware is greatly enriched by his comprehensive knowledge and the depth of his proven expertise.

Mr. Gregory background includes eighteen years of UNIX systems and application software development, sixteen years of PC (DOS/Windows) systems and application software development, fourteen years of 3D-computer graphics software development. Mr. Gregory holds a Master of Science in Computer Science from the University of Southern California (1989) where he conducted research in human and computer interaction methodologies for digital media production, under direction of Dr. Richard Weinberg, Computer Animation Laboratory. His received his Bachelor of Arts in Computer and Information Science, with Honors, from the University of California, Santa Cruz (1985).

His skills cross all areas and fields of computing including Networking (LAN/WAN/Internet, HTTP, TCP/IP, UDP, etc.), Computer Graphics (3D, animation, real-time rendering, imaging),
Software Development (formal methods, object oriented, rigorous, quality oriented), Real time Multimedia (audio, video, integration, real-time systems, streaming), Database Management Systems (relational, object oriented) and Data Acquisition (A/D, D/A, mechanical, optical, magnetic), Mr. Gregory has comprehensive knowledge of across all contemporary Computer Systems and Languages including all major workstation and PC platforms and operating systems with emphasis on SGI, PCs, IRIX, Linux and Windows and the languages C++, C, Java, JavaScript, J2EE, JSP, Perl, HTML, XML, all UNIX shells, Scheme/Lisp, Python, various assembly languages, and many more. His expertise in graphic systems include X11, Xtoolkit, OSF Motif, OpenGL, Open Inventor, Windows GDI, MFC, .NET, DirectX, Direct3D, and many others

Mr. Gregory has worked across the computer and entertainment industries. He has integrated his computer science expertise with those of computer graphics production systems (3DS, Maya, Softimage, etc.), network architecture and infrastructure (client/server, peer-to-peer, etc.), audio production and engineering (analog and digital), video production and engineering (analog and digital), and film and photo production and engineering (analog and digital). He has applied this integrated experience through leadership roles in companies that have bridged these industries,

At Protozoa, Inc. (San Francisco 1994 – 2000) he was been the Chief Technology Officer, leading all design and development efforts for the ALIVE Performance Animation System. ALIVE is used to produce 3D animation in real-time for live television broadcast or location-based venues and events and the technical design, implementation, and deployment of high-capacity real-time streaming 3D animation web sites. While with Colossal Pictures (San Francisco 1992 – 1994) he was the Head of Software Development where he designed, developed and integrated all motion capture and puppeteering hardware and software used to produce MOXY, a real-time animated character, for Turner Broadcasting.

With his own venture, Strata G Systems (Larkspur, CA 1989 – Present), Mr. Gregory has engineered computer animation products and systems integration services. His mechanical interface products for vehicle simulation and computer animation control were essential to the success of motion capture technology and real time performance animation. Other core elements of this success were originated with his work at deGraf Associates (Los Angeles, CA 1991 – 1992) designing and developing the ALIVE Real-time Performance Animation System. Additionally while under contract with SimGraphics Engineering Corp. (S. Pasadena, CA 1989 – 1991) he developed complete object oriented software architecture for visual simulation and interactive applications and designed and implemented class hierarchies for geometric modeling, rendering, object database management and user interaction. At this time he also developed and integrated a VR interface for parts assembly simulation and testing into Northrop's proprietary CAD system (NCAD) among other proprietary simulation systems. This work led to breakthroughs for which, in1996, Mr. Gregory was nominated for a Scientific and Technical Award by the Academy of Motion Picture Arts and Sciences for the ALIVE Performance Animation System and other honors

These entertainment applications were in part based on his unique experience in simulation systems development. While with Perceptronics, Inc. (Woodland Hills, CA 1987 – 1988) he was Senior Systems Engineer developing Real-time Visual Simulation / Interactive Training Systems. There he designed and developed embedded software for table top precision gunnery training system (PGTS). This system is in use today by the US Army and Navy as the training system for the TOW and DRAGON missile system and was the genesis of real-time 3D computer graphics distributed via Internet technologies. At Gemini Computers, Inc. (Monterey, CA 1985 – 1987) he was Senior Engineer for High Performance, Secure Multiprocessing Computer Systems Development. Working there with world renowned leaders in the field of computer and network security Mr. Gregory acquired working knowledge and theoretical understanding of multi-level computer security models and their implementation and held DoD SECRET and NATO security clearances.

Eric Gregory’s professional affiliations, activities and awards include longstanding membership is the Association of Computing Machinery, IEEE Computer Society, The Armenian Professional Society, the Silicon Graphics Developer Program and the Microsoft Developer Network.
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