| 2011 to present |
FX TD at Double Negative |
| 2011 |
VFX Professional course at
Escape Studios.
The course covered all aspects of VFX production:
modelling, texturing, lighting, shading, camera tracking, compositing, effects simulations (particles, rigid bodies, soft bodies, fluids), fur and hair, scripting.
|
2009 to 2011 |
Technical Director at
Aardman Studios.
Pipeline development, writing little tools and dialogs using
Python and PyQt4, and tools development, writing plugins for Maya
and Renderman using C++.
|
| Mar. to Oct. 2008 |
3D Producer
part-time education at
College of MultiMedia, Amsterdam,
on 3D modeling, texturing, lighting and animation (final grade:
90.8)
|
| 2007 to 2009 |
Consultant Visualization at
SARA Computing and Networking Services.
Accompanying clients throughout an entire project, implementing
the requirements of the client, researching available tools and
libraries to efficiently implement the requirements, maintaining
visualization facilities like the SARA CAVE, maintaining in-house
software packages and libraries.
|
| 18-22 Sept. 2006 |
ASCI Course a17 “Data Visualization and Virtual Reality”,
including workshops on VTK, ITK, Virtual Reality, GPU programming
as well as Information and Software Visualization
|
| 2003 to 2007 |
Position as PhD Student at the University of Amsterdam, Faculty of Science, Informatics Institute, Section Computational Science, Scientific Visualization and Virtual Reality Group — quit without promotion. |
| 1997 to 2003 |
Study of Computer Science, Johannes Kepler University Linz |
| 07.08.1996 |
Successful passing of the regional exam for the knowledge of the
German and Italian language at the highest level (doctorate)
|
| 1987 to 1991 |
Private English lessons |
| 2010 – 2011 |
Converted in-house developed tools for caching out and loading
back Maya fluid simulations, as well as rendering out caches
directly in Renderman, to use GTO as file-format.
|
| 2010 – 2011 |
Re-written the display node to show caches in the Maya UI
directly, without needing a Maya fluid system, using resizable
OpenGL points, with depth sorting and several options like
thresholding, step size (showing every so many rows), using cached
color or only cached density.
|
| 2010 – 2011 |
Simple Maya tool to import Milo instructions as exported from the
Milo after shooting, including a Qt UI.
|
| 2010 – 2011 |
RenderMan plugin for direct loading of Naiad particle caching,
including motion blur, radius scaling and randomisation, and
random particle culling.
|
| 2010 – 2011 |
Conversion tool for Naiad particle caches to GTO particle caches.
|
| 2010 – 2011 |
Design and implementation of a new in-house software deployment
architecture based on SVN, to support multiple versions per
project/shot/asset. Also developed various tools to simplify and
automate the use of SVN in the context of in-house software
development and deployment.
|
| 2009 – 2011 |
Integration of the GTO OpenSource library into the studio
pipeline, including patching the code to build on 64bit Linux and
filling in all the missing pieces (i.e. compiling all the
Maya plugins in the open source code). Also, added support
for particle caches in the RiGto library including motion blur.
Expanded on deformer features to match requirements of riggers and
animators (caching local and global transformation matrices, fixed
bug in NURBS deformations and several other minor issues).
|
| 2009 – 2011 |
Writing PyQt dialogs, MEL tools and Maya node plugins to support
the in-house pipeline system for advanced referencing in Maya
(Maya scene referencing, GTO cache referencing, image referencing,
etc.)
|
| 2009 – 2011 |
Design and partial implementation of a plugin-based submission
architecture for render farm jobs that can accommodate various
applications (Maya, Nuke, RenderMan) as well as various job
management systems (Alfred, Tractor).
|
| 2009 |
Development of a simple nurbs extrusion plugin for Maya and
RenderMan to simplify modeling and rendering of ropes.
|
| 2009 – 2011 |
Various pipeline tools, including:
-
Referencing tool to import elements in Nuke keeping track
of reference in the asset database using a Qt UI.
-
Configurable unix tools for user-permission transfer on
files in the in-house asset management system.
-
Maya asset publishing architecture that allows
project-specific Python hooks to be executed on publish.
-
Re-write of core database code to use Elixir on top of
SQLAlchemy to reflect the database structures.
-
Implementation of a simple (but elegant) RPC module for
Python that allowed easier development for in-house
specific use of RPC servers and clients.
|
| 2008 – 2009 |
Development of a “serious game” application using Unity3D (2, 2.5)
and Cinema 4D (R10.5) to study the consumer behavior regarding
food products in relation to various pricing strategies to
encourage healthier purchasing (more info)
|
| 2008 |
Developed three plugins for Cinema4D (R10.5 and R11) to add functionality
(hide/unhide everything but the selected objects, export
selected UV meshes to EPS file, align a row of
vertices constrained to one of the three cardinal planes)
(more info)
|
| 2007 – 2008 |
Development of a multithreaded CAVE application, including a small
crowd simulation, in C++ and Python using CAVELib, OpenSceneGraph,
cal3d, CORBA and SDL to perform therapy on patients with phobic
disorders in the CAVE virtual environment at SARA Amsterdam (more info)
|
| 2006 – 2007 |
Development of an abstract formalism for the device-independent
description and implementation of elementary as well as complex
interaction techniques in VR and AR environments
|
| 2006 |
Development of the tech demo “Alize in Otherworld”: game design,
world design, character design, art direction, modeling,
programming. Game engine: Torque 1.4.0. Content creation:
Lightwave 3D 8.3 and 8.5, Modo 201, Photoshop CS3
(more info)
|
| 2005 – 2007 |
“vtkVR” project, extending the VTK toolkit to support VR setups
(more info)
|
| 2005, 2006 |
Assisting the master-course “Scientific Visualization”, including
giving lectures
|
| 2004 – 2005 |
“Window Into Virtual Reality” project: built a distributed AR setup using optical tracking from A.R.T. GmbH (more info)
|
| 2003 |
Assisting the bachelor-course “Computer Graphics” |
| 2002 – 2003 |
“A Modular Debugging Approach for Event Graph Analysis” Thesis at
the Institute of Technical Computer Science and Telematics,
Department for Graphics and Parallel Processing, Johannes Kepler
University Linz
|
| 2002 |
Implementation of a version of the game “Duckhunt” for the CAVE
virtual reality environment at the Johannes Kepler University
Linz
|
| 2001 |
Development of a graphical user interface for the steering of a VR
platform with Java3D visualization
|
| 2000 |
Development of a position editor for VRML objects in Java3D |
| 1998 |
Self-chosen subject for final advanced-programming-course
assignment: implementing Tetris (in Java)
|