Per Bloksgaard Email & Phone Number
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Per Bloksgaard is listed as GPU Software Engineering Manager @ LIV Inc. at LIV, a company with 70 employees, based in Aarhus, Central Denmark Region, Denmark. AeroLeads shows a matched LinkedIn profile for Per Bloksgaard.
Per Bloksgaard previously worked as GPU Software Engineering Manager at Liv and Graphics Algorithm Engineer at Huawei Technologies Research & Development (Uk) Ltd.
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About Per Bloksgaard
For over 25 years, I have developed and researched a wide range of graphics rendering algorithms, gaining deep expertise in the techniques used by modern 3D engines. I specialize in areas such as render optimization, ray tracing, collision detection, physics, and mathematics.As the co-founder of TurnTool, I spent 10 years as the lead programmer of the 3D authoring tool TurnToolBox, which has been licensed by over 300 companies worldwide.At Huawei R&D UK, our teams in London and Cambridge were tasked with developing a method to generate fast and accurate motion vectors for each pixel in real time. After some intensive problem-solving, I presented the initial algorithm, which leveraged both innovative tricks in the graphics driver and linear algebra techniques.While at Luxion, creators of the ray tracing software KeyShot, I invented KeyShotVR, for which Luxion holds the patent. Earlier in my career, while still in college, I developed a first-person shooter game called Genetic Species, an Amiga title written entirely in assembly language, which was published by an English software company and distributed in 18 countries.I am a dedicated team player with a proven ability to tackle complex problems using unique and creative solutions.Portfolia at: https://perbloksgaard.dk
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Per Bloksgaard work experience
A career timeline built from the work history available for this profile.
Graphics Algorithm Engineer
- As part of a small team in London, I worked with PathTracing, Global Illumination, ReSTIR, Neural Rendering and many other techniques, in order to research, design and implement highly optimized novel rendering.
- I was assigned the task of using C++ & Tiny-CUDA to reimplement an application for neural network training that was originally implemented in Python & PyTorch. Because of the significant better performance of C++ &.
Senior Graphics Programmer & Software Architect
- Designed and implemented the VRaptor system, which is a set of internal development tools that makes it easy to setup, reuse and share code components across projects.With every change to our shared code repositories.
- As a remote consultant I worked for Unity Technologies developing a geometry translation plug-in for the Rhino 3D application. This plug-in is capable of tesselating 3D surfaces defined by NURBS and send the result to.
- Working with the UnityEngine, I am part of many projects using advanced graphics rendering techniques and virtual reality based on HTC Vive, Oculus Quest, PicoNeo2 and Microsoft HoloLens.
- Carried out all software development of an inspirational WebGL project for Aarhus School of Architecture. See it here. https://perbloksgaard.dk/wda2020/
Graphics Programmer
- For the Vistra visualization and training system, I developed a set of tools based on Machine learning that enabled the computer to understand how to position the virtual 3D camera for each operation in an assembly.
- Implemented a softbody dynamics system for simulating flexible objects such as wires and cables using C# and Unity. This softbody dynamics simulator uses a compute shader for the physical simulation and a realtime.
- Designed and developed an effective polygon reduction algorithm that can reduce the number of polygons in our CAD geometry by 60-65% without losing quality noticeably.
3D Software Architect
- Developed an advanced grouping system for working with multiple 3D objects in Cylindo's 3D planner software.
- Designed and implemented the GUICacheLayer software component which speeds up the rendering of the GUI by an order of magnitude in all Cylindo's Unity based software products.
- Implemented a number of best practice solutions in our software development process.
- Refactored some of the company's core software components using approved models, architectures and patterns.
Software Developer & Consultant
- For LEGO Systems I invented, designed and implemented the 3D rendering system called EdgeFx which will be used to render realtime 3D bricks in all visual applications for iOS, Android, Windows, OSX and also the.
- The EdgeFx rendering system was first used in LEGO's building instructions app which was released in December 2013.
- Developed an 3D application called BezierSplineEditor which contains tools for visualizing and modelling 3D LEGO bricks using Bezier Splines. This application was presented for LEGO's steering group as a candidate for.
Software Developer
- I single-handedly developed the KeyShotVR technology which has been patented by the company. (Patent number: Luxion / 8322.01-006) This technology makes it possible to interact with 3D models via the internet from all.
- Developed software plug-ins for both Windows and Mac which can convert 3D geometry from Autodesk Maya to Luxion's KeyShot 3D application.
- Responsible of the development of a user-friendly guide that can assist any non technical user to make the necessary choices to create KeyShotVR visualizations.
Application Developer
- Was part of the team that developed, tested and completed the software for Bang & Olufsen's BeoSound 5 Encore.
- Restructured two of the company's core software components which resulted in greater clarity and stability.
- Used remote debugging to discover and resolve multiple software issues on our target a PowerPC platform running Wind River Linux OS.
Cto & Co-Founder
- Was the product owner and lead programmer of all releases of the company's primary software product: TurnToolBox. More than 300 companies all over the world have purchased a license for the TurnToolBox authoring tool.
- TurnTool ApS was in 2006 and 2007 awarded the status of Gazelle company meaning the turnover had doubled every year from 2002 to 2006.
- Responsible for developing the TurnTool Viewer which is the company's core software. The TurnTool Viewer gets installed about 150,000 times each month from computers worldwide. The TurnTool Viewer is a plug-in for the.
- Developed and maintained plug-ins for the following 3D applications: 3D Studio Max, Autodesk Viz, Cinema4D, ArchiCAD and MicroStation. Each of these plug-ins are included in the company's primary product TurnToolBox.
- Reacted to business demand and created the TurnTool SDK that can be used by third-party developers to make 3D files in TurnTool's 3D file format. Several international companies have purchased a license to the TurnTool.
- Carried through and managed the development of a 3D floorplan system called PlanEdit. PlanEdit was launched in 2007 on the website of the danish estate agency Home. PlanEdit became TurnTool's most profitable 3D solution.
3D Software Developer
- Assisted company management to set new goals for the 3D engine after the company had taken over the Z3D technology from Pixeleers.
- I was part of a small development team that restructured the 3D engine to enable display of 3D content in a brower online. The 3D software technology was officially completed and ready for production in August 2001.
3D Engine Developer
- I was hired to develop a flexible 3D graphics engine in C++ that utilizes the GPU for the adventure game “It Came For Zog”. This 3D graphics engine was later named "The Z3D Engine".
- In November 1999 the company management decided to use the Z3D engine as the platform for their three games under development, which were “It Came For Zog”, “Aeropa: Fall of the Covenant” and “Thomas and Tim 3”.
Independent Game Developer
- Developed and completed the computer game "Genetic Species" which was the company's most acclaimed game. The game was released in 18 countries and in 16 languages.
- As the only programmer for the game I single-handedly developed all components such as: The game's 3D graphics engine, the level designer, the sound system, the graphics system, a programming language for the game.
Colleagues at LIV
Other employees you can reach at liv.co. View company contacts for 70 employees →
Lauro Ibañez Vazquez
Colleague at Liv
Mexico, Mexico
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RR
Rabonipr Rabonipr
Colleague at Liv
United States, United States
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冯
冯嘉辉
Colleague at Liv
Henan, China, China
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高
高自祥
Colleague at Liv
Shijiazhuang, Hebei, China, China
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PG
Preshnee Govender
Colleague at Liv
Durban, KwaZulu-Natal, South Africa, South Africa
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BL
Brizita Ljucdjonaj
Colleague at Liv
Montenegro, Montenegro
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杨
杨成宽
Colleague at Liv
Wuxi, Jiangsu, China, China
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XH
Xiu Hu
Colleague at Liv
New York City Metropolitan Area, United States
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VB
Valentin Benotto
Colleague at Liv
Atizapán De Zaragoza, México, Mexico, Mexico
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UL
Urban Lidström
Colleague at Liv
Karlstads Kommun, Värmland County, Sweden, Sweden
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Frequently asked questions about Per Bloksgaard
Quick answers generated from the profile data available on this page.
What company does Per Bloksgaard work for?
Per Bloksgaard works for LIV.
What is Per Bloksgaard's role at LIV?
Per Bloksgaard is listed as GPU Software Engineering Manager @ LIV Inc. at LIV.
Where is Per Bloksgaard based?
Per Bloksgaard is based in Aarhus, Central Denmark Region, Denmark while working with LIV.
What companies has Per Bloksgaard worked for?
Per Bloksgaard has worked for Liv, Huawei Technologies Research & Development (Uk) Ltd, Synergyxr, Sentio Simulations, and Cylindo Aps.
Who are Per Bloksgaard's colleagues at LIV?
Per Bloksgaard's colleagues at LIV include Lauro Ibañez Vazquez, Rabonipr Rabonipr, 冯嘉辉, 高自祥, and Preshnee Govender.
How can I contact Per Bloksgaard?
You can use AeroLeads to view verified contact signals for Per Bloksgaard at LIV, including work email, phone, and LinkedIn data when available.
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