
Senior Graphics Software Engineer at mental images
Berlin Area, Germany

Senior Graphics Software Engineer at mental images
Berlin Area, Germany
Software developer for special effects in commercials and movies, specialized in rendering technology and general R&D related to SFX work.
Research & Development, NURBS expert, rendering technology, shader writing (RenderMan and mental ray), plug-in development (Houdini, Maya, XSI, and others), C/C++, Python, SL, ...
(Privately Held; 51-200 employees; Computer Software industry)
September 2006 — Present (3 years 3 months)
Shader development, beta testing new technology, production support.
(Public Company; 201-500 employees; Motion Pictures and Film industry)
August 2005 — September 2006 (1 year 2 months)
Data exchange pipeline between Houdini, Maya, Lightwave, and 3DS Max. Production support. Plugin development. Help with mental ray integration.
(Public Company; 51-200 employees; Media Production industry)
December 2002 — August 2005 (2 years 9 months)
shader writing (mental ray, RenderMan), plug-in development (XSI, Houdini, Maya), general research & development for VFX in film, commercials and music videos, lecturer (Filmakademie Baden-Wuerttemberg), cooperation with universities (e.g. CFD - Computational Fluid Dynamics)
(Public Company; 51-200 employees; Motion Pictures and Film industry)
October 2001 — December 2002 (1 year 3 months)
see position at The Mill but this time for pure film work ...
(Public Company; 201-500 employees; Motion Pictures and Film industry)
May 2001 — October 2001 (6 months)
see The Mill and Mill Film ...
(Public Company; 11-50 employees; Computer Software industry)
July 2000 — April 2001 (10 months)
We developed (in Holland) a free software called Blender for animation and rendering, it had an integrated game engine, and a compositing system. I was responsible for a programming interface (API) for a programming language called Python and developed a lot of freely available import/export scripts (OpenInventor, VRML 2.0, RenderMan, Povray, Radiance, Panorama, Lightflow Rendering Tools, Lightwave, Wavefront Object Files (OBJ), and 3DS).
(Public Company; 51-200 employees; Media Production industry)
November 1997 — June 2000 (2 years 8 months)
Representing large companies like the Deutsche Telekom on international events like the CeBIT or the Expo 2000. This included programming for high-tech virtual reality applications as well as the design and implementation of media installations (e.g. a real-time "wall" screen with a 12800x4800 resolution driven by an Onyx 2 machine from SGI for the International Net Management Center (INMC) of Deutsche Telekom in Frankfurt).
(Public Company; 51-200 employees; Media Production industry)
September 1996 — October 1997 (1 year 2 months)
Software development for the so-called InfoBox at Potsdamer Platz in Berlin (virtual flight through Berlin). Virtual Reality "Caves" for other VR applications.
(Educational Institution; 10,001 or more employees; Research industry)
November 1995 — August 1996 (10 months)
Supercomputing (parallel algorithms) ESPRIT project about semi automatic repair of free form surfaces built up from NURBS (CAD data for aircrafts). For this project we had industrial partners like DASA (German Aerospace), British Airways (UK), and we cooperated with the University of Swansea (UK) and others ...
Dipl. Informatiker , computer science , October 1992 — October 1996
Finishing the studies I started in Erlangen-Nuremberg.
Dipl. Informatiker , computer science , October 1988 — October 1992
The university didn't offer computer graphics at that time. That's the reason why I moved to the Technische Universitaet in Berlin to specialize there.