Summary
Fabian Schmidt is a graphics software engineer with 14 years of experience specializing in real-time rendering, Vulkan/OpenGL, and C/C++ systems programming, currently working on graphics capture and replay at LunarG. He has led GPU-compute and multi-GPU rendering efforts, shipped rendering features at EA for Frostbite titles, and built a custom path-traced engine and embedded media tooling for interactive installations. Fabian combines strong computer-vision and OpenCV expertise with hands-on hardware and sensor prototyping, having designed weatherproof LED displays and sensor buoys using C++, Go, and LoRa. Comfortable moving between research, product prototyping and production code, he also shapes roadmaps, hires and presents technical strategy. Based in Zurich, he brings a rare blend of low-level graphics engineering and practical exhibition/design experience that surfaces in both high-performance engines and creative interactive systems.
13 years of coding experience
6 years of employment as a software developer
Master's degree Computer Science, Master's degree Computer Science at Ludwig-Maximilians-Universität München
English, German