Hi! I'm Felix. Recently I finished my master thesis in Computational Visualistics at the University of Koblenz (Germany). The main topics of my work is computer graphics. I'm a proficient OpenGL and C++17 user and developing new photorealistic real-time rendering techniques for rasterization and ray-tracing. I'm also very familiar with computer vision and OpenCV as well as Java, C# and Vulkan.
Just take a look at my projects to get an impression!
MSc in Computational Visualistics, 2019
University of Koblenz - Landau
BSc in Computational Visualistics, 2017
University of Koblenz - Landau
Construction of a gonioreflectometer to capture and render BRDFs
I constructed a gonioreflectometer using microcontrollers (Arduino) and stepper motors with code written in Java using OpenCV. With this device, BRDFs of arbitrary materials can be captured. This project also includes rendering the captured BRDFs using C++ and OpenGL. Furthermore one can capture and render light fields, light stages and 3D-Scans without modifying the device.
For this work I received the first audience-prize and the first jury-prize of the CV-Award 2019 at the University of Koblenz.
Modern OpenGL 4.6 and C++17 rendering framework
This is my most recent framework for personal projects and quick and easy development of OpenGL based applications.
It uses modern C++17, OpenGL 4.6 and a GPU-driven rendering pipeline including AZDO, DSA, bindless textures and indirect multi-draw calls. It also automatically performs GPU-view-frustum-culling and contains a fast model-loader, PBR-shading and various other real-time rendering techniques.
Line Space, BVH and Octree
Together with Kevin Keul, Tilman Koß and Stefan Müller I worked on research and development of new GPU-based data structures to accelerate GPU-ray-tracing. This includes the development of the new Line Space data structure as well as research in bounding volume hierarchies, recursive grids and sparse voxel octrees (all of them on the GPU).
Froxel-based real-time volumetric fog
We implemented the frustum-aligned voxel-grid based volumetric lighting algorithm presented by Bartlomiej Wronski in Volumetric Fog and Lighting (GPU Pro 6). We used OpenGL 4.6 and C++17 and our team consisted of Maximilian Mader (@maxesstuff), Darius Thies and me.
Ray-Tracing framework for distance fields and implicit surfaces
DINO was developed by me and 12 other students in an internship at the University of Koblenz.
It renders distance fields and implicit surfaces in real-time and is also able to discretize triangle meshes to SDFs. Rendering is done using OpenGL and the framework is implemented in C++17. Public access to the project is coming soon™.
This project received the third prize of the CV-Award 2019 at the University of Koblenz.
3D multiplayer battle arena game (Unreal Engine 4.10)
In this multiplayer game players fight against each other in fast and action-packed battles. Each one has to choose one of the four characters and use a variety of attack and defense skills to defeat the opponents. The clou: just a single hit kills, so one has to be careful.
This game received the third prize of the CV-Award 2016 at the University of Koblenz and was released on Steam on 10/31/2017.
AR-Framework
In this internship I developed the augmented reality framework “CVARK” at the University of Koblenz together with 13 other students.
We used NVIDIA PhysX, OpenCV and OpenGL as well as C++ and GLSL to implement a funny AR-Game.
The main topic of my work is computer graphics. I am especially focused on developing new photorealistic and real-time rendering techniques.
As a student assistant I am supporting Prof. Dr. Müller and Kevin Keul at the University of Koblenz with their research on the Line Space data structure for fast and efficient GPU ray tracing. This also includes research in BVHs, two-level data structures, recursive grids and octrees.
Please also refer to my personal projects above and on GitHub.
If you prefer to get my full CV as PDF document, just send me an e-mail.