Norbert Nopper

Vancouver Graphics Standards Team Lead at Huawei Canada

Munich, Bavaria, Germany
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Summary

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Norbert Nopper is a graphics standards and real-time rendering specialist with nine years of focused experience and a career that spans GPU software engineering, tooling, and standards leadership. Currently leading the Vancouver Graphics Standards team at Huawei, he combines deep algorithmic knowledge with practical implementation—shipping features in prominent Khronos projects like the glTF Sample Viewer and glTF-Blender-IO where he implemented lighting export/import, PBR shader work, and modular refactors. He co-founded UX3D and built Gestaltor, a widely used glTF editor, demonstrating his ability to turn standards work into usable tooling for the ecosystem. Norbert’s background in automotive HMI, SoC graphics enablement, and game development gives him a rare bridge between offline content pipelines (USD/glTF) and real-time production rendering. Pragmatic and hands-on, he contributes across frontend and backend code while shaping spec-level decisions for realistic lighting and material workflows. Based in Munich, he pairs open-source stewardship with leadership in commercial and standards-driven graphics projects.
code9 years of coding experience
job26 years of employment as a software developer
bookDipl.-Inform.(FH) Informatik, Dipl.-Inform.(FH) Informatik at Hochschule Furtwangen
languagesEnglish, French, German
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Stackoverflow

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Github Skills (12)

webgl10
javascript10
blender10
shader10
gltf10
python10
addon10
3d-graphics9
3d-models9
json8
image-processing7
electron5

Programming languages (10)

TypeScriptC#C++CBatchfileJavaScriptMathematicaHTML

Github contributions (5)

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Moved to https://github.com/KhronosGroup/glTF-Blender-IO.
Role in this project:
userBack-end Developer
Contributions:205 commits, 18 PRs, 202 pushes in 1 year
Contributions summary:Norbert's primary contribution was the development of experimental features related to the KHR_lights extension for the glTF exporter. They implemented new functionalities to export lights, including directional, point, and spot lights, along with their properties such as color and attenuation. The user also added the functionality to associate lights with nodes and scenes, and made improvements to the accuracy of the light's orientation. Further, they focused on implementing common material export and texture export related to materials.
blendergltf
Physically-Based Rendering in glTF 2.0 using WebGL
Role in this project:
userFull-stack Developer
Contributions:196 commits, 33 PRs, 173 pushes in 3 years 6 months
Contributions summary:Norbert contributed to the implementation of a glTF sample viewer, focusing on features related to lighting and rendering. They modified shaders for physically-based rendering, particularly regarding light extension loading, visibility, and the application of different light types (directional, point, and spot). The user also worked on improving the user interface and handling file loading, demonstrating contributions across both the frontend and backend aspects of the project.
gltfphysically-based-renderingwebgl
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