Patrick Härtl

GPU Software Engineer at UX3D

Munich, Bavaria, Germany
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Summary

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Patrick Härtl is a GPU software engineer based in Munich with six years of experience specializing in graphics and games engineering. He holds both a BSc and an MSc in Computer Science (Games Engineering) from TUM and currently develops GPU-focused solutions at UX3D. Patrick contributes to open-source graphics tools—most notably enhancing KhronosGroup’s glTF Sample Viewer with compressed texture support (BasisU, KTX), material fixes, and decoding refactors—demonstrating a practical blend of front-end WebGL work and low-level texture handling. He excels at bridging academic graphics knowledge with production-ready implementations and has a clear knack for improving asset pipelines and renderer interoperability.
code6 years of coding experience
bookMaster of Science - MS, Computer Science: Games Engineering, Master of Science - MS, Computer Science: Games Engineering at Technical University of Munich
languagesGerman, English
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Github Skills (6)

webgl10
compression10
javascript10
texture10
gltf10
compress10

Programming languages (11)

TypeScriptC++CBatchfileCMakeJavaScriptMathematicaPHP

Github contributions (5)

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Physically-Based Rendering in glTF 2.0 using WebGL
Role in this project:
userFront-end Developer
Contributions:3 releases, 17 reviews, 165 commits in 1 year 11 months
Contributions summary:Patrick contributed to the development of the glTF sample viewer, primarily focusing on improving texture and material handling. They implemented support for BasisU and KTX texture formats, enhancing the viewer's ability to display compressed textures. The user also fixed issues related to material properties such as clearcoat and added functionality to load textures via URI. Additionally, the user refactored draco and ktx decoding within the project.
webglwebgl2playcanvascolladaphysically-based-rendering
Contributions:30 commits, 17 pushes in 1 year 6 months
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Patrick Härtl - GPU Software Engineer at UX3D