High school HTBLuVA Spengergasse
Computer science class with focus on "Tools and Methodology"
Internship at NOUS Wissensmanagement GmbH as an Android developer.
Internship at PocketScience GmbH as an Android developer.
Graduated valedictorian at HTBLuVA Spengergasse
Software Developer at NOUSdigital as an Android, iOS, Unity3D, Web-Fullstack and Computer Vision developer
Software & Information Engineering at Vienna University of Technology
Semester abroad at University Politehnica of Bucharest
Graduated Bachelor of Science with distinction.
Individual master Artificial Intelligence & Game Engineering at Vienna University of Technology
Teaching Assistant for Theoretical Computer Science & Logic, Computergraphics Exercises, Realtime Computergraphics at TU Wien
Merit-based scholarship of TU Wien
Computer Vision and Deep Learning Engineer at emotion3D
Graduated Dipl.-Ing (comparable to Master of Science) with distinction.
Senior Computer Vision Engineer & Chapter Lead at Sportradar.
Computer Vision Engineer at Snap Inc.
This book chapter was published in Communications in Computer and Information Science volume 2103. It introduces a novel structured light calibration framework that prioritizes calibration flexibility while maintaining satisfactory accuracy. Contrary to existing approaches, the proposed method facilitates the extrinsic and intrinsic projector calibration of a dual-camera (or single RGB-D camera) structured light system by projecting circles onto (non-)planar and potentially dynamically changing scenes across multiple distances. The method reconstructs light rays by detecting circle-centers, triangulating their 3D positions and filters outliers using RANSAC. Finally, a two-step bundle adjustment process optimizes the structured light parameters.
This journal paper was published in Springer Nature Computer Science. It presents evaluations of a novel camera pose estimation framework using human head pose estimation. We evaluated using real- and synthetic data over a broad set of modalities, including: different people, genders, grimaces, facial occlusions, etc. The results show that the proposed framework is robust to a broad set of variations and can be used for camera pose estimation in real-world scenarios.
Deep Humor is my diploma thesis for my master Artificial Intelligence & Game Engineering at TU Wien. I tried to implement a deep learning model which was capable of learning the humor of a single human from Gary Larson Cartoons. I trained visual models (CNN, Yolo, etc.) to understand the image part of the cartoon and text-based models (LSTM, GRU) to understand the punchlines of the cartoon.
This graphics demo was developed during the course of the course Realtime computer graphics at TU Wien and won first place. We were a team of two consisting of Simon Fraiss and me.
yasp is a web-based assembler learning environment with a fully functional IDE, Debugger and Emulator running entirely on web technologies.
This project is my diploma project for HTBLuVA Spengergasse. And is being actively used by hundreds of students.
During my time at NOUS digital I worked on the following selection of projects:
During my time at emotion3D I worked on the following selection of projects:
From mid-level Computer Vision Engineer to Senior & Chapter Lead in less than 2 years. Responsibilities include:
Shaping the future of augmented reality
This book chapter was published in Communications in Computer and Information Science volume 2103. It introduces a novel structured light calibration framework that prioritizes calibration flexibility while maintaining satisfactory accuracy. Contrary to existing approaches, the proposed method facilitates the extrinsic and intrinsic projector calibration of a dual-camera (or single RGB-D camera) structured light system by projecting circles onto (non-)planar and potentially dynamically changing scenes across multiple distances. The method reconstructs light rays by detecting circle-centers, triangulating their 3D positions and filters outliers using RANSAC. Finally, a two-step bundle adjustment process optimizes the structured light parameters.
This paper was published at VISAPP2023. It presents a novel framework for extrinsic structured light calibration using circles. The proposed approach facilitates extrinsic calibration by projecting circles into non-planar and dynamically changing scenes over multiple distances without relying on the structured light's intrinsics.
This paper was published at VISAPP2022 and was nominated as one of four best student's paper. It presents a novel framework for camera pose estimation using the human head as a calibration object. The proposed approach enables extrinsic calibration based on 2D input images (RGB and/or NIR), without any need for additional calibration objects or depth information.
Deep Humor is my diploma thesis for my master Artificial Intelligence & Game Engineering at TU Wien. I tried to implement a deep learning model which was capable of learning the humor of a single human from Gary Larson Cartoons. I trained visual models (CNN, Yolo, etc.) to understand the image part of the cartoon and text-based models (LSTM, GRU) to understand the punchlines of the cartoon.
This project was implemented during my semester abroad at Politehnica Bucharest. It is a paraphrase identification algorithm using Natural Language Processing techniques with an accuracy of 75.4%.
This is a tool written for the course Datenmodellierung at University of Technology Vienna. Functional Dependency Calc implements selected algorithms for functional dependencies on relational database schemas.
This project aims to help students learn to program strategy game AI. It is being actively used in courses at Vienna, University of Technology.
This graphics demo was developed during the course of the course Realtime computer graphics at TU Wien and won first place. We were a team of two consisting of Simon Fraiss and me.
Regime Runner is a game developed for the course Computer graphics Exercises at TU Wien. It was developed with my colleague Patrick Hromniak.
A Worms style 2D destructible map implemented in OpenGL without using Pixmaps. This is developed as the project for the "Design and Development of Rendering Engines" course at University of Technology Vienna. The map can be any simple polygon of (practically) arbitrary size. This map can then be manipulated using boolean operations intersection (union, intersection, difference and XOR) in realtime.
Help ROB escape and make him your own Artificial Intelligence by combining powerful programming blocks.
Using the turing complete programming system you can build nearly limitless solutions.
Make ROB more intelligent by cleverly nesting blocks. Try to get the highest IQ possible!
Deep RecSys was part of an ensemble model developed for the RecSys Challenge 2019 during the course Recommender Systems at Vienna University of Technology. The final model is better than 70% of all submissions made for the competition.
My personal website is in development since 2016. I steadily improved the design, features and content over time.
123basic is a self hosting BASIC to HTML5 compiler which is fully backwards compatible to GLBasic, introducing new features like Object Oriented Programming. There is also an online programming IDE that runs completely in the browser.
yasp is a web-based assembler learning environment with a fully functional IDE, Debugger and Emulator running entirely on web technologies.
This project is my diploma project for HTBLuVA Spengergasse. And is being actively used by hundreds of students.
Joe The Alien is a 2.5D jump'n run where the player has to help Joe to return back to his UFO with enough fuel.
This game was developed in 48 hours for the Ludum Dare #23.
Saligia is a prototype of an online card game based on the seven deathly sins. Due to a lack of time it never got into a finished polished game, but the basic functionality is implemented. Featuring 21 different cards, up to 6 concurrent players, lobby system and fluid animations.
This game was implemented during Networking course at HTBLuVA Spengergasse
Gestrandet means stranded in german. It is a never finished 2D survival multiplayer game with a destructible pixel map. It was thought to be a mixture of Worms, Robinson Crusoe and Minecraft. It should have been fully moddable through Lua scripts and have infinite worlds through randomly generated maps. Sadly the game never finished due to lack of time.
The game was one of my long term projects from when I was 14 until 16 years old and has still a special place in my heart.
PocketLight is a puzzle game where the player has to illuminate each button in tricky levels. The game features light-bending black holes, portals, mirrors and disco balls.
This is a tilemap editor written in C# using WinForms using XML as the primary data format. It supports scripting, has very flexible layer management system and has an easy to use tileset editor.
This project was implemented during a programming course of HTBLuVA Spengergasse.
Skeleton Code Generator is a UML class diagram editor that generates Java code in real time. It also features automatic setter/getter generation, association diagrams, syntax highlighting, toString/hashCode/equals and javadoc generation.
Time Table Optimizer is a very extensible time table optimization tool, using a concurrent genetic algorithm. Extensibility is achieved by Groovy scripting and XML data input and output. Additionally there is a GUI to customize and start optimization.
This tool was developed as a programming project for HTBLuVA Spengergasse.
Super Rabbid Galaxy is a game where the player has to navigate a cute rabbit to the end of each level by jumping from planet to planet and avoiding black holes. Each planet exerts gravity!
Christmas Wire is a game of skill where the player has to deliver presents by avoiding the obstacles and getting to the end of each course. But attention! The course is slippery.
The game was inspired by the Flash game Skywire.
ProtoDB is a simple generic database CRUD tool developed during a programming course for HTBLuVA Spengergasse. Not much, but I like it as a kind of memento.
Dark Jump is a particle effects heavy game I developed in BlitzMax. Sadly it never got into a playable state.