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.