245 reputation
312
bio website research.microsoft.com/en-us/…
location Bellevue WA
age 32
visits member for 3 years, 5 months
seen Oct 10 at 5:09

I am a Research SDE in the Systems and Security group at Microsoft Research in Redmond, WA. Here I work in a wide range of problems in areas like Network Security, Cloud computing, Data analysis, Mobile systems, Computer networks, Distributed networks and Videogame infrastructure.Most of my research work lies in the intersection between cloud and mobile computing. I work closely with a team in Azure, as well as with members of the Mobility and Networking Research Group.

Before joining Microsoft, I was a Research Scientist at the Networking and Communications Lab at HP Labs in Palo Alto, CA. I got my M.S. and Ph.D. in Computer Science at Duke University. While working on my dissertation I participated in internships and collaborated with researchers at Microsoft Research and Nokia Research.I also worked on Privacy before joining grad school at Carnegie Mellon in the CUPS Lab on Privacy Bird. I got my bachelors degree in Computer Science at ITESM in Mexico City.


Dec
9
awarded  Notable Question
Oct
24
awarded  Autobiographer
Oct
10
comment Forcing a game to use Direct3D WARP
I do have the DX SDK. I didn't know about that tool. That is even more convenient. Thanks
Oct
10
accepted Forcing a game to use Direct3D WARP
Aug
18
awarded  Popular Question
Jul
2
awarded  Curious
Mar
25
awarded  Notable Question
Oct
28
awarded  Popular Question
Jun
5
awarded  Popular Question
Dec
4
comment Forcing a game to use Direct3D WARP
Yeah, that's the article that triggered my interest. Its amazing.
Nov
28
accepted Using glReadBuffer/glReadPixels returns black image instead of the actual image only on Intel cards
Nov
28
comment How can I capture every frame in DirectX 9 using a shader
wonderful. That makes sense. I was quite confused.
Nov
28
accepted How can I capture every frame in DirectX 9 using a shader
Nov
28
comment How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile
By the way, I posted a follow up question about the shader approach. I would be thankful if you take a look at it. gamedev.stackexchange.com/questions/44587/…
Nov
28
asked How can I capture every frame in DirectX 9 using a shader
Nov
28
comment How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile
I changed my code to use BGRA. It did get better. Thanks for the insight
Nov
28
accepted How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile
Nov
2
comment How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile
You guessed right, but I am not exactly doing video capture, it is very close. I am not encoding all the frames (but enough to require a good performance), and I am applying a couple of 2D filters to the captured image before encoding them.
Nov
2
comment Using glReadBuffer/glReadPixels returns black image instead of the actual image only on Intel cards
Yeah, I would prefer to use GL_BACK, but GL_FRONT. It's just that GL_BACK doesn't work. Funny enough, GL_FRONT does seem to work, but I haven't tested it thoroughly.
Nov
2
revised How to capture the screen in DirectX 9 to a raw bitmap in memory without using D3DXSaveSurfaceToFile
updated requirements regarding colorspace, use of hooks, frequency of capture