Pieterjan Bartels
CGI Engineer and Researcher
I am a Belgian Computer Graphics Engineer and Researcher with two master degrees, one from the University of Leuven (BE) and one from Bournemouth University (UK). I have worked as a professional research and software engineer for high-end visual effects studios, including Weta Digital and Double Negative, as well as for the physically-based rendering research group of the University of Leuven, supervised by prof. Philip Dutré. I’m currently working on state-of-the-art light transport solutions for Disney Research Zurich as a freelancer.
- Location
- Johannalaan 23, 1050, Elsene, Belgium
- pieterjanbartels@gmail.com
- Phone
- 0032 476 99 60 70
- Website
- http://www.pieterjanbartels.be
- Pieterjan Bartels
Professional Experience
– present
Rendering Research Engineer at Disney Research Studios
Highlights
- As a freelance research engineer, investigating and implementing cutting-edge path guiding techniques in Disney’s production path tracer, Hyperion.
–
Research Engineer at KU Leuven
Highlights
- Investigating and implementing new usages for Deep Learning in Physically-Based Rendering.
- Teaching responsibilities for Computer Graphics, the first-year Algorithms and Data Structures class as well as supervising master theses.
- Spent three months at Weta Digital as a visiting researcher.
–
Embedded Software Engineer/Consultant & Trainer at ISY/Altran Benelux
Highlights
- Developing & Maintaining the C & C++ codebase for a medical touch-screen device, both on an embedded linux platform and bare-metal platforms.
- I also provided on-site C++ classes for clients.
–
RnD Programmer at Double Negative
Highlights
- Developer on the Houdini R&D team, which provides pipeline tools and support for the FX department.
- Maintaining and adding functionality to large existing codebases, generally written in Python using Houdini’s HOM.
- Providing support for films such as ’Wonder Woman’, 'Avengers Infinity War', and ’Pacific Rim Uprising’.
–
Pipeline Engineer at uMedia VFX
Highlights
- Short term contract as the sole developer in charge of creating a pipeline for the show ’I Kill Giants’.
- Mostly entailed Python programming, using APIs like PySide(2), PyMel, houdini HOM, and the Shotgun API on a daily basis.
–
Research Engineer at Weta Digital
Highlights
- As a LookDev researcher, my job was to research and implement new techniques in C++ to improve the shading and texturing pipeline. This included new material models (BRDFs), physical appearance acquisition, texture filtering, etc.
- Performed research for ’the BFG’, ’War for the planet of the apes’, and ’Valerian and the city of a thousand planets’
Education
–
Master in Computer Animation & Visual Effects from Bournemouth University with grade Distinction
Courses
–
Master in Engineering: Computer Science from KU Leuven with grade Magna Cum Laude
Courses
–
Bachelor in Engineering from KU Leuven with grade Cum Laude
Courses
Publications
Adaptive LightSlice for Virtual Ray Lights by Short Paper Proceedings of Eurographics 2015
Volunteer
Teacher at CoderDojo
Highlights
Fundraiser at Mind, the mental health charity
Highlights
Fundraiser at Alzheimer's society UK
Highlights
Skills
- CGI - Rendering
- Level: MasterKeywords:
- Computer Science
- Level: IntermediateKeywords:
- Performance Engineering
- Level: IntermediateKeywords:
- CGI - Simulation
- Level: IntermediateKeywords:
- Software Engineering
- Level: IntermediateKeywords:
- Artificial Intelligence
- Level: IntermediateKeywords:
Languages
- Dutch
- Fluency: Native
- English
- Fluency: Fluent
- French
- Fluency: Fluent
Interests
- Games & Movies
- Keywords:
- Sports
- Keywords:
- Nature
- Keywords: