At Dneg I currently serve as developer on the Houdini R&D team, which provides pipeline tools and support for the FX department. So far I've worked on films as ’Wonder Woman’, ’Avengers: Infinity War’, and ’Pacific Rim: Uprising’.
Short term contract as the sole developer in charge of creating a pipeline for the show ’I Kill Giants’.
As a LookDev Researcher my job was to investigate and implement improvements to our current techniques for both shading and texturing (e.g. novel material models). Specifically, I performed research for ’the BFG’, ’War for the planet of the apes’, and ’Valerian and the city of a thousand planets’
This course built upon my programming and scripting skills and introduced me to the special techniques and tools associated with computer animation.
Rehired as an intern before leaving for England, to extend upon the work I did in 2013. Once again implemented several computer vision algorithms in C++ using OpenCV.
Masters degree in Engineering, with major in Computer Science. Building on the BSc, keeping its strong focus on problem solving skills and technical knowledge, but with a complete focus on computer science. Masters project was published as a short paper at Eurographics '15 and received a mark of 95 %
A month-long internship where I was responsible for all aspects (planning, design, implementation) of developing a custom computer vision application, using C++ and OpenCV.
Refactoring and adding functionality to the iTaSC task specification library for the Robotics Group of the University of Leuven, mostly in C++ and lua.
Bachelor in Engineering, developed my problem solving skills and project management, and gave me a solid foundation in mathematics and physics. First half gave a foundation in all engineering disciplines, second half was focused on computer science, with a minor in business management.
Hi! I'm Pieterjan Bartels, a Software Engineer with a passion for Computer Graphics and physical simulation and a knack for problem solving. I am currently working at Double Negative in London, as a member of the Houdini RnD team.
There are two sides to what I love doing: One part is researching and implementing cutting-edge CGI-algorithms. This means converting physical phenomena into algorithms that meet requirements regarding both visual quality and running time. My education as an engineer at the University of Leuven has given me a strong background in physics, mathematics, applied sciences, and software development, allowing me to do this effectively. The last two years I have added to my educational background by working on production software at some of the best visual effects companies in the world.
The second part is turning those algorithms into easy to use tools for artists. Improving artist (and developer) workflow is something I do on a daily basis, while collaborating with artists working on top-level visual effects shots. On top of the experience from work, I also experienced interacting with and improving artist workflow while studying at the well-known NCCA, part of Bournemouth University.