Filipp Keks is a Lead Software Engineer with 11 years of experience building high-performance 3D graphics and visualization systems for architecture, construction, and infrastructure at Trimble. He specializes in rendering and real-time pipelines across OpenGL/DirectX/WebGL, shaders (GLSL/HLSL), WebAssembly and C++/C#/TypeScript, often tackling performance-critical large-model and point cloud workflows. Filipp bridges research and product by integrating robotics for automated construction inspection, teaching game-graphics courses, and mentoring engineers and interns. He is an active open-source contributor to the widely used three.js library, improving TypeScript definitions and developer ergonomics for 3D developers. Prior roles include avatar/photogrammetry work at Ready Player Me and low-latency 5G/WebRTC systems for remote driving, showing a rare mix of graphics, networking and systems expertise. Based in Tallinn, he combines deep technical craft with practical product collaboration across SketchUp, Tekla and cross-disciplinary teams.
11 years of coding experience
15 years of employment as a software developer
Bachelor, Computer Engineering, Bachelor, Computer Engineering at TalTech – Tallinn University of Technology
Contributions:17 commits, 4 PRs, 35 comments in 1 month
Contributions summary:Filipp primarily focused on fixing and updating type definitions within the `three.js` library. They addressed type-related issues across various files, including those related to scenes, renderers, and materials, ensuring type safety and consistency. The commits introduce and modify TypeScript definitions, specifically focusing on enhancing the project's code quality and developer experience. In addition, the user introduced a helper class to manage uniforms.
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