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.

© 2010 Vladimir Dubovoy