Jeremy Bridon

Jeremy Bridon

Member of Technical Staff, Hardware engineering @ OpenAI

I’m a software engineer working across graphics, embedded systems, operating systems, and user-space software, from apps to profiling tools. I enjoy prototyping as much as shipping: trying things out, working with designers, and figuring out what the product can be. Outside work, I build little projects and hike around the Bay Area with Cooper.

Professional Experience

A chronological overview of my career from 2006 to present

Member of Technical Staff

Hardware engineering @ OpenAI Oct 2025 - Present

Working in emerging platform research and prototyping.

Senior Software Architect

Apple, Inc. June 2024 - October 2025

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

  • Implemented frame-skipping in the system renderer to improve performance and battery life.
  • Built a synthetic image generation tool for visual acuity experiments, future display stack analysis, and leadership demos.
  • Implemented a hardware-accelerated video upscaler to improve perceptual image quality with minimal battery impact.
  • Shipped Mac Virtual Display, bringing the fovea upscaler into production across the macOS and visionOS network and rendering stacks. Developed smooth curvature transitions, pixel-perfect gaze intersection, and screen session management under tight deadlines.
  • Built a shared CAD and 3D-model review prototype for visionOS using Swift and RealityKit. The work covered model hierarchies, synchronizing transforms, networking for local and remote participants, and meeting frame-rate targets. It grew from a prototype into a shipping feature.
  • Implemented a scanline coverage function to improve text clarity in Mac Virtual Display.

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 and CoreGraphics) to the spatial-computing platform.
  • Created the "separated layer" feature, allowing 2D UI to pop out as layered 3D content.
  • Delivered a perspective-correct text algorithm that became core to the platform’s text quality. Led its adoption in iWork, WebKit, and existing applications.
  • Owned UI rendering performance within SoC power limits, reducing simulation and rendering costs by several million cycles per frame.
  • Improved video playback embedded in user interfaces and backported the work to support unchanged application codebases.
  • Investigated and triaged a high-visibility GPU memory exploit unique to the platform's GPU architecture.
  • Designed and delivered key fixes across cross-functional teams, diagnosing issues outside the owned component.
  • Led book discussions and recorded technical deep dives into the company's tools and triage data.
  • Mentored a dozen new hires and junior engineers across multiple teams.
  • Built and deployed a visual debugging tool to record and replay UI interactions and rendered elements.
  • Worked on shared memory, interprocess communication, and security hardening.
  • Resolved more than 100 bugs per year.

Performance Tiger Team - iOS 12 / macOS Mojave

Apple, Inc. 2018

Joined a six-month "tiger team" to resolve critical performance and multithreading issues for the iOS 12 and macOS Mojave releases.

  • Investigated multithreading and interprocess communication issues across all Apple platforms.
  • Studied kernel scheduler optimizations and profiling tools, then helped teams understand scheduler behavior and rearchitect their threading models.
  • Used profiling tools and CPU traces to diagnose issues across many components.
  • Cut app launch times by hundreds of milliseconds, improved Messages load time, and worked on the Telephony component's 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).

  • Moved Apple's PDF renderer to asynchronous GPU rendering, reducing main-thread stalls from hundreds of milliseconds to less than 10 milliseconds and making document scrolling in Preview smoother.
  • Authored CoreSVG, the foundation of Apple's SF Symbols icon suite.
  • Fuzz-tested 2D graphics components and fixed the security vulnerabilities found.
  • Led accessibility feature development under a tight deadline.
  • Implemented out-of-process PDF rendering in WebKit.
  • Developed 2D rasterization APIs for the CPU and GPU.
  • Built the initial continuous integration system for CoreGraphics unit tests.
  • Ported the PDF processing and rendering UI framework from macOS to iOS.
  • Co-presented Introducing PDFKit on iOS at WWDC 2017.

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.

  • Developed volumetric shaders in HLSL to show voxel-level ownership.
  • Built artist tools and gameplay features, including environmental destruction.
  • Implemented visual effects for various editing tools.
  • Improved achievement and progression systems.
  • Developed procedural content placement based on biome, with a database that designers could use to tune generation.

Independent Developer & Entrepreneur

Various Projects 2010 - 2013

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

  • Built TrackAttack, an iPhone app for GPS lap timing, race sessions, and sharing track-day results.
  • Self-published 3D Computer Graphics: Software Revealed, a 159-page introduction built around a JavaScript software rasterizer.
  • Helped run Reddit’s DailyProgrammer community, wrote challenges, and built the Python automation bot.
  • Built WindowSnaps, a small Objective-C macOS window-management utility using the Accessibility API.
  • Published oDataiOS, GLUI2, and many smaller open-source experiments.

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 internship, working with Microsoft engineers: Built an automated Windows Phone testing system that used a robotic arm to mimic human input. Used OpenCV for motion planning and screen-state extraction, then ran test plans autonomously.
  • King County property assessment: Built an iPad proof of concept for looking up property records and map layers, entering data in the field, and handling unreliable cellular coverage.
  • Networked Robotics Lab at Penn State: Built a Linux GUI with Qt to visualize robot path planning in real time and compare expected paths with real-world motion.
  • T-Mobile internship: Built C# and ASP.NET business-intelligence interfaces for analyzing customer-plan database health.
  • Penn State Robotics Club: Authored 200+ wiki articles and taught hundreds of students through weekly club classes.
  • ACM Competitive Programming: Regional competition winner.
  • Wrote a software 3D renderer in Java.