Research and development in the field of large-scale 3D reconstruction.
Research and development in the field of real-time 3D reconstruction on iOS devices.
Computer vision algorithm development for an iOS app.
I helped this start-up in the autonomous driving space with enhancing image quality and improving the video pipeline.
I worked on simulation using computer graphics (ray-tracing) and on image processing / computer vision algorithms for the detection of car paint defects.
Developing a proof of concept for detecting manufacturing errors using computer vision / deep learning.
Optimisation of video processing algorithms running on the GPU for lower battery usage on Android devices.
Development of a robotic grasp planning algorithm and a test / simulation environment.
I worked on an advanced driver assistance system (ADAS), specifically on the lane departure warning and camera calibration systems. I also reviewed the camera-processing pipeline and made suggestions for improvements.
Optimising a 3D CAD data conversion process.
I created Scarab Darkroom - a digital camera raw converter and photo editor, and various Adobe Photoshop and After Effects plug-ins. I developed numerous image-processing algorithms, including a fast, high quality demosaic algorithm, and several noise filters, among them a deep learning based approach. I am currently working on video enhancement technologies for Nvidia and Qualcomm platforms – these include motion blur reduction, denoising, and super-resolution. I also help companies with algorithm development, AI, optimisation, and GPU programming. My clients come from various industries, including automotive, imaging, consumer electronics, and industrial automation.
I worked on Battlestations: Midway. I programmed visual effects, fixed bugs, and optimised the engine. Later I was involved in creating the prototype of Battlestations: Pacific. I wrote shaders and implemented features, such as HDR rendering and tone mapping.
I was involved in the development of the company's proprietary 3D engine for The Club. I created visual effects, shaders, implemented HDR rendering, and was in charge of post-processing effects.
I worked on T5 Labs's game streaming (cloud gaming) technology, specifically on the server side low-latency, GPU-accelerated MPEG4 video encoder.
I wrote all Direct3D-specific parts of the 3D engine for the PC racing game Street Legal, and created several plug-ins for 3ds max. I also helped finish Invictus's earlier game, 1NSANE.
I am fluent in C++ (20 years of professional experience) and Python.
I have excellent knowledge of image processing / computer vision – classical techniques, as well as deep learning based approaches.
Broad expertise in artificial intelligence and machine learning, with lots of experience in building and training deep neural network models. Deep learning techniques have been part of my toolbox since 2010.
Significant amount of GPU programming experience using Direct3D, OpenGL, Metal, OpenCL, CUDA.
A lot of prior experience working on computer graphics for games – engine architecture, visual effects, shaders (HLSL, GLSL), and development of 3ds max plugins.
I am adept in profiling and optimising code for speed, memory, and power usage.
I have experience working in Windows, macOS, and Linux environments, targeting these platforms, as well as mobile (iOS and Android), and embedded devices.
Familiarity with numerous libraries and frameworks, including: OpenCV, Boost, Eigen, Qt, ROS, GStreamer, Bullet Physics, Matplotlib, NumPy, PyTorch and TensorFlow.
Experience with the Adobe After Effects and Photoshop SDK-s.
Multi-threaded programming (POSIX threads, Windows API, and OpenMP).
Experience working with Visual Studio, VS Code, Android Studio, PyCharm, Xcode, CMake, Docker, Git, GitLab, GitHub, Jira, Intel VTune, Snapdragon Profiler, Nvidia NSight, and many other tools.
Programming experience in other languages, such as Objective-C, C#, Matlab, and assembly (x86, ARM).
Additional skills: TCP/IP sockets, SQL, design patterns, basic HTML and CSS.
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