Jeremy Bridon

Jeremy Bridon

Senior Software Architect at Apple

Jeremy is a passionate software engineer with deep experience in computer graphics, systems engineering, and performance optimizations. He works across the stack, from debugging low-level hardware bottlenecks, to building production-ready features and rapid prototypes. He bridges design and engineering teams, delivering expressive, human-centered interfaces. In his spare time, he greatly enjoys working on little projects, and going on hikes in the Bay Area with Cooper.

Professional Experience

A chronological overview of my career from 2006 to present

Senior Software Architect

Apple, Inc. 2024 - Present

Serving as a senior software architect for VPG (Vision Products Group), balancing emergency response, prototyping, and performance optimization for current and next-generation products.

  • Implemented novel frame-skipping for system renderer to improve performance and battery life.
  • Created tool for synthetic image generation for visual acuity experiments, future display stack analysis, and leadership demos.
  • Implemented hardware-accelerated video upscaler for improved user-perceived quality with minimal battery impact.
  • Shipped Mac Virtual Display. Productized fovea upscaler across macOS and visionOS network & rendering stacks. Developed smooth curvature transitions, pixel-perfect gaze intersection, and screen session management under tight deadlines.

Senior Software Engineer - Vision Pro

Apple, Inc. 2019 - 2024

Founded and led the CoreAnimation in RealityKit team, creating the UI rendering technology for Apple's Vision Pro spatial computing platform.

  • Created the initial UI rendering stack for Vision Pro, leading it from prototype to production.
  • Ported Apple's existing UI rendering technology (CoreAnimation, CoreGraphics) to spatial compute platform.
  • Created "separated layer" feature, allowing 2D UI to pop-out and be presented as 3D layered content.
  • Delivered Perspective-Correct Text algorithm, delivering platform defining text rendering quality. Led adoption across highly technically challenging components: iWorks, WebKit, existing published public applications.
  • Direct Responsible Individual for improving UI rendering performance to fit within SoC power limits. Reduced several megacycles per simulation and rendering frames.
  • Created a novel approach at improving video playback embedded within user interfaces; back-ported to support unchanged application code bases.
  • Investigated and triaged high-visibility GPU memory exploit unique to platform's GPU architecture.
  • Designed and delivered key fixes across cross-functional teams, diagnosing issues outside the owned component.
  • Supported continuous education by leading book discussions and recording technical deep dives into company's tools and triage data.
  • Mentored a dozen new hires and junior engineers across multiple teams.
  • Created and deployed high-impact visual debugging tool that records and plays back all interactions and rendered elements on platform.
  • Developed deep expertise in shared memory, multi-process communication, security hardening
  • Resolved over 100+ bugs per year; top three contributor to RealityKit code changes per year.

Performance Tiger Team - iOS 12 / macOS Mojave

Apple, Inc. 2018

Joined 6-month "tiger team" effort at resolving critical performance and multi-threading issues for iOS 12 and macOS Mojave releases.

  • Became deep expert in multi-threading and multi-process communication on Apple platforms.
  • Learned kernel-level scheduler optimizations and profiling tools.
  • Extensive work with profiling tool and CPU tracing of many components across the company.
  • Improved app launch speeds by 100s of milliseconds, Messages app load time, Telephony component design.

Technical Lead - CoreGraphics & PDF Technology

Apple, Inc. 2015 - 2019

Technical lead for Apple's PDF technology and 2D rendering systems. Responsible for art asset management across multiple platform user interfaces (iOS, macOS, tvOS, watchOS).

  • Updated Apple's PDF rendering technology to benefit from async GPU rendering. Scrolling documents in Preview no longer stuttering and blocking main thread; stalls reduced from 100s of milliseconds to less than 10 milliseconds.
  • Authored CoreSVG - foundation of Apple's SF Symbols icon suite.
  • Fuzzed various 2D graphics technology components for security; guarded and fixed identified exploits.
  • Led accessibility features under intense deadline.
  • Out-of-process rendering implementation for WebKit.
  • 2D rasterization API development for CPU and GPU.
  • Built Continuous Integration system for CoreGraphics for initial unit-testing support.
  • Ported PDF processing & rendering UI framework from macOS to iOS.
  • WWDC 2017 Speaker

Software Engineer

Daybreak Games (Sony Online Entertainment) 2013 - 2015

Developed gameplay and graphics features for EverQuest Landmark and EverQuest Next. Focused on volumetric rendering and MMORPG networking.

  • Volumetric shaders development in HLSL to visually attribute voxel-level ownership.
  • Artist authoring tools and gameplay features, including environmental destruction.
  • Implemented visual effects for various editing tools.
  • Improved achievement and progression systems.
  • Developed procedural placement of content as function of biome; authored database for designers to tweak and improve generation.

Independent Developer & Entrepreneur

Various Projects 2010 - 2013

Founded and led multiple software projects, published technical book, and developed commercial applications across platforms.

  • Authored TrackAttack iPhone App - Enterprise race tracking application.
  • Self-published "3D Computer Graphics: Software Revealed" (159 pages, Amazon).
  • Daily Programmer - Community management for thousands of programmers on Reddit.
  • WindowSnaps - macOS window management extension.
  • GLUI2 - open-source graphical user-interface library for OpenGL.
  • Multiple open-source projects and libraries.

Student Researcher & Internships

Pennsylvania State University & Various Companies 2006 - 2010

Computer Science student at Penn State with extensive research in robotics, graphics programming, and competitive programming.

  • Axelerate Solutions/Microsoft: Built an automated testing platform to test two Windows Phone's interactions by mimicking human input using a robotic arm. Use OpenCV to plan robotic arm movement, along with screen information extraction. Built test plans that would execute autonomously.
  • King County Land-Value Assessment Mobile Application: Wrote a working MVP application targeting the iPad 1 and 2 for tax / revenue purposes for county government. Designed for in-field use. Developed features that connected to cloud-service. Targeted iOS 4.1+
  • Networked Robotics Lab @ Pennsylvania State University: Created Linux GUI application that would show robots path planning, in real-time, and visualize expected vs. real-world paths.
  • T-Mobile Internship: Business Intelligence web interfaces. Created C# ASP.net frontend to analyze customer plan database health.
  • Penn State Robotics Club: Authored 200+ wiki articles, trained 100s of students through weekly club classes.
  • ACM Competitive Programming: Regional competition winner.
  • Software 3D Renderer authored in Java.