Berlin Metropolitan Area
Passionate and open-minded coding enthusiast with a strong focus on both GPU related areas and performance critical topics. Deep interest in compute shader and CUDA development and getting his head around challenging problems. Fluent in C++ (including C++11) for performance critical tasks and C# / node.js for fast prototyping and tool development while also maintaining a very good base for successful programming in JavaScript, PHP, Assembler (x86, ARM) and Java. Confident in setting up, maintaining and using Windows Server (2008 - 2012) and Linux Server (Ubuntu, CentOS) with a variety of software (webserver, databases, mapserver, caches, version control, collaboration) in a variety of environments (local, vserver, root server, cloud).
As part of the Innovation Lab I'm responsible for testing out new ideas, coming up with creative ways and develop solutions for visualizing and forecasting a variety of weather phenomenons and help the end user to experience weather in a new way. - Developed forecasting backend of RainToday which among others uses optical flow to predict velocity and direction of precipitation - Transformed MeteoEarth from app to HTML5 with the help of emscripten and a core written in C and shared among all platforms - Responsible for creating new background tiles for all MeteoEarth platforms, by combining satellite maps (for Albedo), OpenStreetMap data (for Roads, Rivers, Lakes) and elevation data (for hill shading) while also increasing the maximum amount of zooming.
Working on Dead Island 2 using Unreal Engine 4 (UE4) for PS4, Xbox One and PC: - Vegetation improvements by allowing actor collision with instanced foliage and simulating leaf and stem movement using spring physics. - Improvement of static global illumination system of UE4 by improving access time on pre calculated data for dynamic objects and making the light system more suitable for both level designers and artists - Execution and monitoring the implementation of graphics relevant middlewares like Enlighten, Umbra, Scaleform and Simplygon - Improvement of UE4's animation system by supporting correct root motion - Implementing of animation independent physics for close combat weapons and corresponding context dependent actions
Worked on Spec Ops: The Line for Xbox 360, PS3 and PC by using Unreal Engine 3: - Responsible for performance and stability of PS3 and Xbox 360 version of the game - Finding and removing of memory leaks especially on PS3 by using both Sony's performance tools and custom written ones - Improving default UE3 memory allocator to better fit the game's need and to minimize fragmentation eventually leading to out-of-memory exceptions. - Low level analysis of crash dumps from QA
Worked on Zeit² a side-scrolling shoot'em up with time travel mechanics for Xbox 360 and PC: - Design and implementation of base framework based on "model, view, controller" - Creating HLSL shaders for fast Gaussian blur, Photoshop-like tinting and bloom - Implementing forward and backwards playable particle systems completely running on GPU - Realization of a fast and effective system to move high resolution, multi layered, alpha blended textures used as background for Zeit²
Taught students basic and advanced concepts of operating system designs for both Motorola MC68000 and ARM9 architectures.