Raytracing // Graphics // Engines // AI Research // Fluid Simulation
I am a Software Engineer at NVIDIA working on raytracing and rendering features for the Omniverse. Before, I was a Developer Technology Engineer at AMD where I optimized GPU workloads of games. In Nils Thuerey’s group I was researching machine learning techniques to utilize deep learning for increased performance, stability as well as visual plausibility of physics phenomena, such as fluid simulations. Previous to that, I worked on Spellforce 3 as a graphics and engine programmer for THQNordic.