Moritz Willy Becher

Chief Technology Officer at ux3d

Berlin, Germany
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Summary

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Rockstar
Moritz Willy Becher is a hands-on Chief Technology Officer based in Berlin with seven years of engineering experience, blending executive leadership with deep practical knowledge of 3D graphics and rendering pipelines. As CTO at ux3d he remains an active contributor to high-profile Khronos glTF projects, having implemented and refactored core exporter functionality, advanced PBR material support, and improved animation and shader handling in widely used open-source tools. He spans full-stack work from front-end WebGL viewers and UI controls to low-level shader and export logic, which enables smoother model interoperability and realistic rendering. Moritz’s contributions to glTF sample models and viewers show a pragmatic focus on both asset quality (clearcoat, sheen, IOR) and robust toolchains, helping production workflows handle complex materials and morph targets. Colleagues value him for turning intricate rendering requirements into maintainable, cross-platform solutions while keeping a developer-first approach to open-source collaboration.
code8 years of coding experience
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Github Skills (12)

webgl10
3d-models10
javascript10
3d-graphics10
glsl10
gltf10
shader10
python10
graphic9
image-processing9
front-end-development9
animation8

Programming languages (8)

TypeScriptC++BatchfileJavaScriptMathematicaHTMLGLSLPython

Github contributions (5)

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Physically-Based Rendering in glTF 2.0 using WebGL
Role in this project:
userFull-stack Developer
Contributions:15 reviews, 594 commits, 55 PRs in 3 years 10 months
Contributions summary:Moritz made several contributions focused on the implementation of the glTF sample viewer, with code changes spanning the front-end and internal rendering logic. Their work included fixing issues with the headless mode and updating the rendering script to support various features of the glTF format like, IOR, specular shading and camera controls. The user also improved the shader compiler and fixed bugs with alpha blending and morph targets for better rendering of 3D models. The contributions suggest a good understanding of the project's core rendering pipeline and its integration with user interface elements.
gltfphysically-based-renderingwebgl
KhronosGroup/glTF-Blender-IO

Aug 2018 - Apr 2019

Blender glTF 2.0 importer and exporter
Role in this project:
userFull-stack Developer
Contributions:117 commits, 19 PRs, 91 pushes in 8 months
Contributions summary:Moritz implemented and refactored core functionality for the glTF Blender exporter. They added support for exporting PBR metallic roughness maps and also refactored the image export functionality to support this feature. They have worked on the animation export process, and fixed several bugs related to exporting animations and image formats.
blendergltf
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