 |
| Name:
Vladimir Dubovoy |
Age:
33, Married |
Spoken
language: English/Russian |
| Current
Location: Ukraine |
e-mail:
vladimir@3dgears.com |
Phone:
+38 0522 363185 |
| Current
Employer: Joe Alter Inc. |
Current
Position: Software Engineer |
|
Experience:
•
6 years in C++, •
6 years in MAX SDK, •
3 years in Maya API.
|
|
Some experience in: •
Direct X, •
HLSL, •
OpenGL, •
GLSL. |
| Also a bit
of experience in:
•
V-Ray shaders, •
mr shaders,
• PHP, •
Java. |
| Education:
Math faculty. |
|
|
| I
love hierarchical data structures ( bsp, bs, oct-trees etc.) |
|
| Brief |
|
Feb 2006 - current |
Joseph Alter Inc. |
Software Engineer |
more |
► |
|
Dec 2005 - Jan 2006 |
Work for myself |
Some own small project |
more |
► |
|
Nov 2004 - Nov 2005 |
Orbaz Technologies |
Software Engineer |
more |
► |
|
Sep 2004 - Oct 2004 |
Freelance work |
MoCap project |
more |
► |
|
Jan 2003 - Aug 2004 |
Work for myself |
Own project |
more |
► |
|
|
Feb 2006 - 2010 |
|
Company: |
Joseph
Alter Inc. ( http://joealter.com/
,
http://www.lbrush.com ) |
|
Position:
|
Software
Engineer |
|
Responsibilities: |
Developing the Hair&Fur plug-in (a part of 3ds Max 7.5 and
better), developing the LipService (was LBrush) sculpting and
animation plug-in for 3ds Max and Maya. |
Hair&Fur 3ds Max's
plug-in.
I am
maintaining and hooking new features in Hair&Fur bridge for 3ds Max 9,
2008, 2009, 2010. The most significant of them were: hair styling inside the 3ds
Max's viewports (hair was styled in GUI window in prior versions),
connection to new mr shaders, assigning shaders to hair primitives,
volumetric reflections etc..

Developed V-Ray Hair
geometry primitive shaders.

LipService (was
LBrush) plug-in for 3ds Max.
LipService w/LBrush was designed to be a fast and effective tool for
creating facial animation and target sculpts. 15 Sculpting Tools, Loop
and Catmul-Clark sub-divisions, ability to paint vertex color and use it
as stencils, advanced morphing allows to create animation just in few
clicks, multi-track animation, baking to texture normals, displacement,
vertex color. I have developed this stuff from a scratch


LipService (was
LBrush) plug-in for 3ds Maya.
Maya version
LipService will have the same set of features as 3ds Max's one. v 3.0 is
under developing now.

GLSL Hair Shaders.
I developed a prototype of hair shaders to
work with Shave Engine. Hair shape is generated by vertex shader.
 |
|
Dec 2004 - Jan 2006 |
|
I was free
for a couple of months so did some stuff for myself. |
|
|
The contract with my
employer ended so I had a bit of time to make
some own small project - the
Deformation Texmap (DTX_Deformation) that blends tree Colors/Sub-Texmaps
due to Model's deformation. I was going to make a series of DTX (Dynamic
Textures) but got another job. Hope I'll give the 'second breath' to
this stuff at some moment.
 |
| Nov
2004 - Nov 2005 |
|
Company: |
Orbaz
Technologies. (
http://www.orbaz.com ) |
|
Position:
|
Software
Engineer |
|
Responsibilities: |
Developing the Particle Flow Tools Box3 ( 'Data View' and 'Data
Sub-Operators' ),I was involved in developing Particle Flow Tools
Box2 (Speed Spine Operator and PHammer Modifier ), developing
some utility stuff. |
|
|
Particle
Flow Tools Box3
I
implemented the schematic editor ('Data View') for 'Data Operator'
which is a part Particle Flow Tools Box3. All items can be dragged,
wired, resized, flipped, renamed, grouped etc. Sub-Operators can be also
stacked into blocks. Particle Flow Studio has a similar editor (Particle
View), it was implemented using ActiveX, while 'Data View' uses MFC
stuff.
I also implemented data
processing of many Sub-Operators here like 'Geometry' (particles and
geometry interaction), 'Particles' (particles and particles interaction)
and others. More details about PF Tools Box3 you can find on Orbaz Technologies site:
www.orbaz.com

Particle
Flow Tools Box2
I
implemented the 'Speed Spline' Operator which is a part of Particle Flow
Tools Box2. It creates force-field around selected shapes. Below there
are
screenshots of force-field gizmo. As a part of Box2 developing I
was involved into creating the
PHammer , a
mesh fracture Modifier.
But only initial coding was performed at that moment.
 |
| Sep
2004 - Oct 2004 |
|
Company: |
None - an
individual. |
|
Position:
|
Short
term project on freelance base. |
|
Responsibilities: |
Developing motion capture utility plug-in. |
|
|
I developed
a pretty simple plug-in from capturing the motion from 'P5
Glove' device
http://www.vrealities.com/P5.html
 |
| Jan
2003 - Aug 2004 |
|
It was really the
first own rendering project (RaySys). After more than a year of
hard work I had a good ray-tracer which has the speed
approximately as VRay and Mental have. And I started to
implement the Area Lights. But indeed it was a too big project for
me to compete alone with other products. So it is frozen now.
But I got really good experience working on it :). |
|
Some speed tests:
 |
|
Renderer |
Details |
Scene
Parsing |
Rendering |
|
mental ray |
0.72 samples/pixel
1.08 samples/pixel
|
2 min
12 sec 8 ms |
12 sec 98 ms
13 sec 19 ms
|
|
V-Ray |
no
antialiasing |
18 sec 10 ms
|
3 sec
60 ms |
|
RaySys |
no
antialiasing |
28 sec 25 ms
-
35 sec 90 ms
|
3
sec 24 ms
-
7
sec 80 ms
|
|
|
 |
|
Renderer |
Details |
Scene
Parsing |
Rendering |
|
mental ray |
0.68
samples/pixel
1.08
samples/pixel
|
41 sec 16 ms |
5 sec 64 ms
5 sec 71 ms
|
|
V-Ray |
no
antialiasing |
8 sec 40 ms
|
3 sec 10 ms |
|
RaySys |
no
antialiasing |
15 sec 40 ms
-
17 sec 12 ms
|
3 sec 78 ms
-
7 sec 80 ms
|
Techniques
used for acceleration: Pluker coordinates, two
levels space partitioning, exploiting ray coherence for
eye rays, view frustum cut.
|
Reflection and Refractions were implemented.
The
work over area lights was only started and I have frozen this project.
 |
|