Cuneyt Ozdas Email and Phone Number
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Cuneyt Ozdas is a Principal Software Engineer at Autodesk at Autodesk. They possess expertise in computer graphics, 3d studio max, rendering, shaders, c++ and 19 more skills. They is proficient in English.
Autodesk
View- Website:
- autodesk.com
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- 5001
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Principal Software EngineerAutodesk Apr 2020 - PresentSan Francisco, Ca, Us -
Founder, AuthorYalansavar May 2009 - PresentYalansavar is a Turkish blog promoting critical thinking and scientific skepticism with a traffic of 350,000 views/year. I started this blog with my wife in 2009 and currently we have 11 authors with different expertise, writing on diverse subjects like pseudo-scientific claims, dangers of alternative medicine, anti-vaccine movements, critical thinking, scientific methodology amongst many others. -
Senior Software Design EngineerImagination Technologies Jan 2013 - Oct 2016Kings Langley, Hertfordshire, Gb- Owned a hardware/software R&D project of a high frame rate HMD eye tracker for foveated rendering withreal-time ray tracing. ( See Patents )- Designed and developed multiple iterations of interactive photorealistic ray tracers including a virtualpoint-and-shoot camera concept released and licensed as “Visualizer”.- R&D on novel solutions to wide range of interactive ray tracing problems. Some of the algorithms I developed are implemented in ASIC hardware. ( See Patents )- Owned the sampling, filtering, lighting, photometric, radiometric subsystems of the photorealisticrenderer for Imagination Technologies’s ray tracing hardware.- Worked with the hardware and driver teams to make sure the platform is able to satisfy modern photorealistic rendering requirements. -
Graphics EngineerImagination Technologies Jan 2011 - Dec 2012Kings Langley, Hertfordshire, Gb -
Graphics EngineerCaustic Graphics Inc. Oct 2008 - Jan 2011
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Senior Software EngineerSplutterfish Llc Sep 2002 - Oct 2008Member of the core development team of 3-4 people for the off-the-shelf production renderer Brazil r/s. Being a small team, all of us worked on every part of the code but some sections fell under certain developer's responsibility. Parts mostly owned by me are:- kD-tree accelerator. I implemented a kD-tree accelerator from ground-up. It has a parallel tree builder with minimal build-time memory footprint. I designed a custom 4D surface area heuristics (SAH) for efficient partitioning the space-time domain for deformation motion blur. - Photon mapping: I re-implemented the photon mapping subsystem almost from ground-up for Brazil r/s v2 which has a rich set of photon-mapping features such as pre-integration, robust noise under animation, direct illumination caching.- Displacement mapping: designed and implemented a novel tesselation-free displacement system for Brazil r/s v2. Displaced surface is computed on the fly in pixel-precision with minimal memory footprint. This system is capable of generating very crisp displaced surfaces which is very hard to achieve with tesselation-based systems.- Deformation motion blur: I implemented the deformation motion blur sub-system of Brazil r/s v2 which has custom heuristics, data structures and sampling strategies.- Multi-dimensional sampling patterns: Art of maximizing the the convergence speed, avoiding inter-dimensional aliasing and keeping the sample generation speed fast (and avoiding patents ;o)- Lighting subsystem: I designed the whole lighting pipeline with node based light shader networks, efficient illumination caching, physically correct and efficient area light sampling, importance sampling, light portals, etc.- Plugin architecture: Brazil r/s is a massive rendering system with lots of replaceable and expandable parts. I designed the plugin discovery and management sub-system.- Color spaces, spectral rendering, photometric and radiometric math.- Unique UI elements.
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Contractor Software Engineer3Hird Dimension Ab Apr 2001 - Jan 2002Developed a 3d driver and 3ds max plugin for the 6D input device that the start-up company was developing.
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Contractor Architectural Visualization ArtistYatay Multimedia 1998 - 2002Worked as an artist and team leader for many architectural visualization projects including the Olympics Village proposal design for Istanbul's Olympic Games bid.
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Contractor Tool DeveloperCrytek Sep 1999 - May 2001Frankfurt Am Main, Hessen, DeDesigned and implemented a 3ds max exporter plugin for their then-in-development game engine CryEngine. The exporter was capable of exporting skeleton based skin deformations as well as exporting meshes, textures, materials and hierarchical key-frame animations with optional re-sampling feature. Developed a quaternion math library to be included in the game engine for fast and accurate run-time animation interpolation.Being part of the CryEngine, this exporter and math library is used in many of their game titles including Far Cry (2004) and Crysis (2007). As of 2012 the 3ds max exporter that comes in the CryEngine SDK is based on the system I designed. -
Contractor Architectural Visualization ArtistT-Mimarlik 1999 - 2000T-Mimarlik is a high-end architecture office. I worked with them on a few high-end architectural visualization projects for interior designs.
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Contractor Software EngineerDigimation Jul 1998 - 2000Lake Mary, Florida, UsDesigned and implemented two plugins for 3ds maxSchematicView: This was a utility plugin letting the user work with the scene elements in a customizable schematic layout. Once Autodesk added their own schematic view to the 3ds max, this one became obsolete.QuickDirt: This is a surface curvature based dirt accumulation and aging tool with interactive feedback. Although not updated for the new 3ds max versions, QuickDirt is still in Digimation's portfolio ( http://www.digimation.com/home/Software.aspx?sm=qd ) -
Cg Artist, Tool DeveloperCompugraf May 1994 - Jun 1998Worked as a CG artists mostly for TV commercials for national and international customers including Volkswagen, Saatchi&Saatchi, Coca Cola, McDonald's and Nokia among many others.Developed various graphics tools for in-house use. With Compugraf's permission I released few of these tools to the CG community as freeware software. Some of the free plugins I released in this period (such as ColorCorrect and Texporter) are still used widely by the 3ds max users today.
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Software Developer, InstructorYatay Multimedia Jun 1991 - May 1994Given software support for AutoCAD, AutoSketch, 3D Studio.Developed a software on AutoCAD using Lisp for the largest newspaper distribution company in Istanbul (Yaysat ) to help them digitize the maps for truck route optimization.Designed and taught the 3D Studio, AutoCAD and AutoSketch courses.
Cuneyt Ozdas Skills
Cuneyt Ozdas Education Details
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Boğaziçi UniversityComputer Engineering -
Yıldız Teknik ÜniversitesiComputer Sciences And Engineering
Frequently Asked Questions about Cuneyt Ozdas
What company does Cuneyt Ozdas work for?
Cuneyt Ozdas works for Autodesk
What is Cuneyt Ozdas's role at the current company?
Cuneyt Ozdas's current role is Principal Software Engineer at Autodesk.
What is Cuneyt Ozdas's email address?
Cuneyt Ozdas's email address is cu****@****esk.com
What is Cuneyt Ozdas's direct phone number?
Cuneyt Ozdas's direct phone number is +140853*****
What schools did Cuneyt Ozdas attend?
Cuneyt Ozdas attended Boğaziçi University, Yıldız Teknik Üniversitesi.
What are some of Cuneyt Ozdas's interests?
Cuneyt Ozdas has interest in Guitar, Skeptisim, Education, Astrophotography, Photography, Critical Thinking, Science And Technology, Macro Photography.
What skills is Cuneyt Ozdas known for?
Cuneyt Ozdas has skills like Computer Graphics, 3d Studio Max, Rendering, Shaders, C++, Shading, Perforce, Programming, C, Python, Ray Tracing, Global Illumination.
Who are Cuneyt Ozdas's colleagues?
Cuneyt Ozdas's colleagues are Lin Piao, Vaibhav Pisat, Rori Becker, Parinaz Entezarian, Daniel Wilkinson, Somesh More, Victoria Cruz.
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