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Cuneyt Ozdas Email & Phone Number

Principal Software Engineer at Autodesk at Autodesk
Location: San Mateo, California, United States 13 work roles 2 schools
1 work email found @autodesk.com 1 phone found area 408 LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 100%

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Work email c****@autodesk.com
Direct phone (408) ***-****
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Current company
Role
Principal Software Engineer at Autodesk
Location
San Mateo, California, United States
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Quick answer

Cuneyt Ozdas is listed as Principal Software Engineer at Autodesk at Autodesk, a with 5001 employees, based in San Mateo, California, United States. AeroLeads shows a work email signal at autodesk.com, phone signal with area code 408, and a matched LinkedIn profile for Cuneyt Ozdas.

Cuneyt Ozdas previously worked as Principal Software Engineer at Autodesk and Founder, Author at Yalansavar. Cuneyt Ozdas holds Master Of Science (Msc), Computer Engineering from Boğaziçi University.

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{first}.{last}@autodesk.com
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Profile bio

About Cuneyt Ozdas

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.

Listed skills include Computer Graphics, 3D Studio Max, Rendering, Shaders, and 20 others.

Current workplace

Cuneyt Ozdas's current company

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Autodesk
Autodesk
Principal Software Engineer at Autodesk
San Rafael
Website
Employees
5001
AeroLeads page
13 roles · 29 years

Cuneyt Ozdas work experience

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Principal Software Engineer

Current

San Francisco, Ca, Us

Apr 2020 - Present

Founder, Author

Current

Yalansavar 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.

May 2009 - Present

Senior Software Design Engineer

Kings 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.

Jan 2013 - Oct 2016

Graphics Engineer

Caustic Graphics Inc.
Oct 2008 - Jan 2011

Senior Software Engineer

Splutterfish Llc

Member 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.

Sep 2002 - Oct 2008

Contractor Software Engineer

3Hird Dimension Ab

Developed a 3d driver and 3ds max plugin for the 6D input device that the start-up company was developing.

Apr 2001 - Jan 2002

Contractor Architectural Visualization Artist

Yatay Multimedia

Worked as an artist and team leader for many architectural visualization projects including the Olympics Village proposal design for Istanbul's Olympic Games bid.

1998 - 2002 ~4 yrs

Contractor Tool Developer

Frankfurt Am Main, Hessen, De

Designed 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.

Sep 1999 - May 2001

Contractor Architectural Visualization Artist

T-Mimarlik

T-Mimarlik is a high-end architecture office. I worked with them on a few high-end architectural visualization projects for interior designs.

1999 - 2000 ~1 yr

Contractor Software Engineer

Lake Mary, Florida, Us

Designed 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 )

Jul 1998 - 2000

Cg Artist, Tool Developer

Compugraf

Worked 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.

May 1994 - Jun 1998

Software Developer, Instructor

Yatay Multimedia

Given 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.

Jun 1991 - May 1994
Team & coworkers

Colleagues at Autodesk

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2 education records

Cuneyt Ozdas education

Master Of Science (Msc), Computer Engineering

Boğaziçi University

Bachelor Of Science (Bsc), Computer Sciences And Engineering

Yıldız Teknik Üniversitesi
FAQ

Frequently asked questions about Cuneyt Ozdas

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What company does Cuneyt Ozdas work for?

Cuneyt Ozdas works for Autodesk.

What is Cuneyt Ozdas's role at Autodesk?

Cuneyt Ozdas is listed as Principal Software Engineer at Autodesk at Autodesk.

What is Cuneyt Ozdas's email address?

AeroLeads has found 1 work email signal at @autodesk.com for Cuneyt Ozdas at Autodesk.

What is Cuneyt Ozdas's phone number?

AeroLeads has found 1 phone signal(s) with area code 408 for Cuneyt Ozdas at Autodesk.

Where is Cuneyt Ozdas based?

Cuneyt Ozdas is based in San Mateo, California, United States while working with Autodesk.

What companies has Cuneyt Ozdas worked for?

Cuneyt Ozdas has worked for Autodesk, Yalansavar, Imagination Technologies, Caustic Graphics Inc., and Splutterfish Llc.

Who are Cuneyt Ozdas's colleagues at Autodesk?

Cuneyt Ozdas's colleagues at Autodesk include Niharika Chaurasiya, Rayne Lewis, Christina Finley, Abbes Lamairia, and Stefania Senatore.

How can I contact Cuneyt Ozdas?

You can use AeroLeads to view verified contact signals for Cuneyt Ozdas at Autodesk, including work email, phone, and LinkedIn data when available.

What schools did Cuneyt Ozdas attend?

Cuneyt Ozdas holds Master Of Science (Msc), Computer Engineering from Boğaziçi University.

What skills is Cuneyt Ozdas known for?

Cuneyt Ozdas is listed with skills including Computer Graphics, 3D Studio Max, Rendering, Shaders, C++, Shading, Perforce, and Programming.

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