Morten Mikkelsen

Principal Graphics Engineer at iRacing.com

Walnut Creek, California, United States
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Summary

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Morten Mikkelsen is a Principal Graphics Engineer with 14+ years designing and optimizing real-time 3D rendering pipelines for consoles and engines, most recently at iRacing after nearly a decade at Unity Technologies. He specializes in low-level graphics, math-driven optimization, assembly and console programming across generations from PS1 to PS4/XB1, and led graphics work on Rise of the Tomb Raider while at Crystal Dynamics. An active contributor to Unity’s Scriptable Render Pipeline and tiled/fast-pixel lighting systems, his open-source work shows deep expertise in deferred lighting, reflection probes and compute-shader light culling. Based in Walnut Creek, he blends production-level engine design with hands-on shader and performance tuning, often uncovering cross-platform bottlenecks that others miss.
code15 years of coding experience
job26 years of employment as a software developer
bookM.Sc, Computer Science & Math, M.Sc, Computer Science & Math at Københavns Universitet - University of Copenhagen
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Github Skills (12)

unity3d10
lightning10
lightening10
lighty10
csharp10
shader10
compute-shader10
render10
graphics-programming10
dotnet-core10
rendering10
performance-optimization9

Programming languages (5)

C#TypeScriptC++CHTML

Github contributions (5)

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yaoya/ScriptableRenderLoop

Jul 2016 - Oct 2016

Scriptable Render Loop
Role in this project:
userFull-stack Developer
Contributions:44 commits in 3 months
Contributions summary:Morten is actively involved in developing a scriptable render loop, likely for a graphics project. Their primary contributions involve implementing and refining a tiled deferred lighting system within the render loop. They have integrated and optimized various features including reflection probes, shadow implementations, and the use of compute shaders for generating light lists, and overall has a significant impact in enhancing the visual fidelity and performance of the graphics pipeline.
renderscriptscriptingscriptableloop
Unity-Technologies/Graphics

Jul 2016 - Oct 2017

Unity Graphics - Including Scriptable Render Pipeline
Role in this project:
userFull-stack Developer
Contributions:3 reviews, 109 commits, 1 comment in 1 year 3 months
Contributions summary:Morten appears to be working on the FPTL (Fast Pixel Tiled Lighting) render pipeline within the Unity graphics repository. Their commits focus on implementing features related to reflection probes, including support for rotatable probes. They are also modifying shaders, including the Internal-DeferredShading and Internal-DeferredReflections shaders, indicating work on lighting and reflection calculations. Further modifications suggest they're working on a more general deferred lighting system.
graphic
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