David Labode is a GPU Software Engineer with seven years of experience building real-time rendering features and animation systems from the Greater Munich area. At UX3D he focuses on GPU-driven solutions, integrating skinning, interpolation and animation samplers to bring complex 3D scenes to life. His master's in Games Engineering from TUM underpins a strong foundation in graphics and systems-level programming. An active contributor to the KhronosGroup glTF Sample Viewer, he implemented animation classes, interpolators and scene rescaling hacks that improved visualization of animated glTF assets. He combines hands-on full-stack experience in WebGL-based renderers with practical production engineering for interactive 3D applications. Colleagues value his attention to rendering detail and his knack for smoothing tricky animation edge cases that often go unnoticed.
7 years of coding experience
Master of Science - MS, Informatics: Games Engineering, 1,7, Master of Science - MS, Informatics: Games Engineering, 1,7 at Technical University Munich
Bachelor of Science - BS, Informatics: Games Engineering, 2,3, Bachelor of Science - BS, Informatics: Games Engineering, 2,3 at Technical University of Munich
Physically-Based Rendering in glTF 2.0 using WebGL
Role in this project:
Full-stack Developer
Contributions:7 reviews, 129 commits, 7 PRs in 3 years 7 months
Contributions summary:David primarily focused on implementing and refining animation features within the glTF sample viewer. Their contributions included adding animation classes, interpolators, and samplers to handle animation data. Furthermore, the user integrated skinning support and made adjustments to rendering code to support animation. They also worked on scene rescaling and camera adjustments to ensure proper visualization of animated models.
Contributions:88 commits, 2 PRs, 172 pushes in 4 months
sdk
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