Ondrej Stava

Software Engineer at Google

San Jose, California, United States
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Summary

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Rockstar
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Top School
Ondrej Stava is a software engineer with nine years of professional experience based in San Jose, currently building systems at Google after prior roles at Adobe and research work at Purdue. He holds advanced training in computer graphics technology (PhD work at Purdue) and has deep practical experience in 3D data tooling, evidenced by contributions to the widely used google/draco mesh and point-cloud compression library where he improved PLY encoder/decoder support and fixed build and IO issues. Ondrej blends research-grade rigor with production engineering, having moved from research internships into production roles while shipping robust back-end fixes and cleanup. He brings particular strength in build systems, file I/O, and graphics-related data processing—skills that make him effective at resolving subtle bugs and keeping complex native and JavaScript builds healthy.
code9 years of coding experience
job8 years of employment as a software developer
bookPhD, Computer Graphics Technology, PhD, Computer Graphics Technology at Purdue University
bookMaster of Science (MS), Computer Science, Master of Science (MS), Computer Science at Czech Technical University in Prague, Faculty of Electrical Engineering
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Github Skills (12)

compression10
ply10
mesh10
c-language10
3d-graphics10
cprogramming-language10
point-cloud10
file-access9
fileio9
file-processing9
file-handling9
build-system8

Programming languages (3)

C++JavaScriptHTML

Github contributions (5)

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google/draco

Jan 2017 - Jan 2022

Draco is a library for compressing and decompressing 3D geometric meshes and point clouds. It is intended to improve the storage and transmission of 3D graphics.
Role in this project:
userBack-end Developer
Contributions:12 releases, 32 reviews, 42 commits in 5 years 1 month
Contributions summary:Ondrej primarily contributed to the core functionality of the Draco library by modifying the code related to the PLY decoder and encoder, specifically adding support for vertex index properties and addressing build issues. Their work also involved fixing Javascript makefiles and addressing potential IO problems, demonstrating an understanding of build processes and file input/output operations. Furthermore, the user made bug fixes and code cleanup, fixing crasher and code inconsistencies.
meshtransmissionpoint-cloudscompressionmeshes
ondys/filament

Feb 2019 - Jan 2022

Filament is a real-time physically based rendering engine for Android, iOS, Windows, Linux, macOS and WASM/WebGL
Contributions:3 pushes in 2 years 11 months
vulkanios-androidiosreal-timegame-engine
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Ondrej Stava - Software Engineer at Google