Survey App

  • ErSoft – Software Technology
  • July 2015 – December 2015
  • WPF, C#, Windows Universal App, Azure

This App for the Windows Store is for doctors and their patients to execute a survey for a medical treatment and it’s process.

It was realized using the Windows Universal App concept, designed in WPF and was using a asynchronous database, storing survey data locally and when Wifi connection available synchronizing it to the database on Azure. The Azure database is used to generate reports and evaluate the surveys.




SportsVF: Holodesk

  • Sports Vision & Facts UG, PlazaMedia GmbH
  • January 2012 – April 2015
  • Unity, Morpheme, C#, C++

System to reconstruct football scenes for the augmented reality broadcast integration “Holodesk”.

The table has a touch foil underneath it’s glass plate and a projection from below is showing an abstract 2D visualization and menu for the moderator to control and analyze the scenes.

A camera crane is sending it’s camera parameters to the render machine which then outputs the augmented reality SDI video. The moderator / expert can lead through the scene, draw analytical elements and via touch gestures interactively choose the visible part of the scene.




Fraunhofer IIS: Trainer Tool

  • Sports Vision & Facts GbR, Fraunhofer IIS
  • November 2010 – March 2013
  • MonoGame, C#, WPF, MySQL

RedFIR gains high-frequency positional data from football players (via RFID) and Fraunhofer IIS is generating events and statistical data from these informations.

The goal was to implement an app which is simple to use on PC as well as Windows Tablet visualizing statistics and a 2D top view of the football training/match to be used by coaches. A PDF report could be generated for individual players, teams and for a specific set of exercises for talentdiagnostics.

I coded and designed 90% of the application using MonoGame for 2D top view and a self implemented statistics visualization, UI was implemented using WPF.

I also lead the production of the official RedFIR-Trailer which premiered along CeBit 2012.




Swiss Timing: Sailing

  • Sports Vision & Facts GbR, Swiss Timing
  • November 2011 – December 2011
  • Unity, C#

Sailing application for Swiss Timing running on Browsers, iPad, iPhone, Android and as a standalone Windows application. I developed the app within 5 weeks, Swiss Timing delivered the 3d models of the boats and recorded data of the GPS modules on the real sailing boats.

The application allowed scrolling through a race of often 90 minutes length or playback a race with a speed of up to 64x. Several analytical tools could be visualized.




Unlimited: BestTactix

  • Unlimited GmbH
  • July 2009 – April 2010
  • WPF, C#, DirectX, C++

I developed this project in almost 9 months. BestTactix’s goal was to allow football coaches to create football scenes in an easy to use 2D environment. This scene can then be visualized in 3D, to be used for presentations and training sessions for players and staff.

It heavily uses libraries from our 3D engine which were embedded into a WPF panel for the splitscreen 3D output. The simplistic design was developed onward from our prototype.




RTL: Football World Cup

  • Unlimited GmbH, RTL Sport
  • July 2005 – July 2006
  • Visual C++, DirectX, Lua, SQL

This project took a year of development with me as Technical Director / Lead Programmer. The goal was to allow RTL to analyse football scenes in full 3D graphic. Free camera angles and a set of analytical elements can be used to explain scenes to their viewers.

I designed the standalone graphic renderer and the engine’s specific toolset to allow operators to reconstruct scenes based on real video footage.

Three steps are necessary to get a football scene in 3D which happend a few seconds ago. At first scouting the position data from real video footage, then all animations for the players and the track of the ball must be set, and finally analytical elements and camera angles have to be set.




Short Paper: Realistic Shading of Human Skin in Real-Time

  • Short Paper handed in at ACM SIGGRAPH AFRIGRAPH 2004
  • November 2003 – June 2004
  • Visual C++, DirectX, OpenGL, HLSL, Cg, Photoshop, Virtools, RenderMan SL, Mental Ray, Maya

The demand for realistic human characters is driven by interactive application developers worldwide. The look of 3D models in real time graphics is efficiently improved by powerful shader techniques. In the past a common technique consisted of a simple lighting model combined with textures, which have pre-calculated illumination included.

In this paper we will give an overview of the most recent techniques in skin shading. We present a multifaceted implementation of shading techniques by efficiently combining various approaches. Therefore we will explain physical and anatomical backgrounds and refer to relevant papers. In our opinion, this work is a valuable reference to assist shader developers in their implementations and adaptions on recent and future graphic hardware.