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Eric Arnebäck: Technologies

Eric Arnebäck is a software engineer specialized in computer graphics with experience working as a graphics programmer and development engineer. He has worked with technologies like OpenGL, Vulkan, Direct3D, Unity, WebGL, and more. His work experience includes developing graphics engines, implementing GPU-accelerated rendering, and improving 3D scanning and computer vision solutions. He holds a BSc and MSc from Chalmers University of Technology.

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0% found this document useful (0 votes)
9 views2 pages

Eric Arnebäck: Technologies

Eric Arnebäck is a software engineer specialized in computer graphics with experience working as a graphics programmer and development engineer. He has worked with technologies like OpenGL, Vulkan, Direct3D, Unity, WebGL, and more. His work experience includes developing graphics engines, implementing GPU-accelerated rendering, and improving 3D scanning and computer vision solutions. He holds a BSc and MSc from Chalmers University of Technology.

Uploaded by

Guido Campuzano
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Eric Arnebäck Software Engineer specialized in Computer Graphics

Email [email protected]
Location Gothenburg, Sweden
Website erkaman.github.io

Technologies

Advanced Real-time rendering, WebGL, OpenGL, Javascript, C++, Digital Geometry


Proficient React.js, WebAssembly, Computer Vision, Direct3D, Front-end web development, Unity
Intermediate Python, Direct3D, Vulkan, Metal
Beginner Ruby, Ruby on Rails

Employment History
Sep 2016 - Fraunhofer-Chalmers Centre for Industrial Mathematics, Gothenburg
Mar 2017 Contracted Student

• Worked as a contracted student a couple of days every week while studying at the university. I
explored and implemented approaches to rendering particle simulations with a large number of
particles at interactive frame rates. I also explored and implemented procedural generation of
meshes, where the meshes are to be used in the visualization of particle simulations.

Main Technologies used: GLSL, OpenGL, C++, RenderDoc

Jun 2017 - Fraunhofer-Chalmers Centre for Industrial Mathematics, Gothenburg


Jun 2018 Development Engineer

• Responsible for developing and adding new features to the graphics engine of the software Industrial
Path Solutions, a software much used in the automotive industry. I prototyped using Vulkan
for rendering CAD data. I prototyped using Screen-Space Reflections for automotive rendering.
Implemented a GPU-accelerated Path Tracer using OptiX, and integrated my solution into a
simulations software used in the automotive industry.

Main Technologies used: GLSL, OpenGL, C++, Vulkan, RenderDoc,OptiX

Jun 2018 - Playdead, Copenhagen


Jan 2019 Graphics Programmer

• Was responsible for developing Rendering Technology for the games that are being developed in
the studio

Main Technologies used: Unity, Direct3D, RenderDoc

Feb 2019 - Standard Cyborg, Remote


Nov 2021 Software Engineer

• Joined the team to improve the 3D scanning solution that was being developed by the company.
Made great and visible improvements on the color quality of the produced scans.
• Using my Computer Vision and Geometry skills, I developed solutions that would automatically fit
products such as helmets and glasses to the heads of customers, from our 3D scans.
• Worked on developing cutting-edge, web-browser-based tools, that are used for collecting and storing
2D and 3D data. This data is used for training machine learning models. This involved front-end
as well as back-end work.
Main Technologies used: Javascript, Typescript, C++, WebAssembly, WebGL, Ruby, Ruby on Rails.
React.js, Metal, Computer Vision

Feb 2019 - Mindbender, Remote


Nov 2021 Lead Developer

Education
BSc in Information Technology, Chalmers University of Technology
MSc in Computer Science, Chalmers University of Technology

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