Per Gantelius is a Stockholm-based software engineer with 13+ years of experience blending computational mathematics, sound engineering and game development into pragmatic software and design solutions. As a long-time freelancer and former game dev at EA and Iron Monkey, he ships work across the stack—from embedded and real-time systems to frontend UIs and 2D/3D graphics—often with a focus on DSP and audio. He contributes to notable open-source tooling, including enhancing the fSpy camera-matching app and its Blender importer, showing an eye for both UX and compatibility across complex platforms. Equally at home sketching visual concepts as crafting low-level code, he thrives on projects that mix technical rigour with creative experimentation. Always curious, he looks for collaborations that involve “weird” ideas or unusual technical challenges.
13 years of coding experience
3 years of employment as a software developer
Master's Degree, Engineering Physics, Master's Degree, Engineering Physics at KTH Royal Institute of Technology
Sound engineering, Sound engineering at Musikhögskolan i Piteå
A cross platform app for quick and easy still image camera matching
Role in this project:
Front-end Developer
Contributions:15 releases, 559 commits, 8 PRs in 6 years 3 months
Contributions summary:Per's contributions primarily focused on developing the user interface for the fSpy application. They were heavily involved in implementing UI components using HTML, CSS, and JavaScript, with commits showing a focus on responsive design and layout. The user's work also included the creation and integration of various visual elements and controls.
Contributions:7 releases, 53 commits, 4 PRs in 3 years 6 months
Contributions summary:Per primarily worked on enhancing the fSpy Blender addon. They implemented features for importing fSpy projects, including camera parameters and background images, and incorporated error handling. They also contributed to the build process, creating a script for generating distribution archives, and made adjustments for compatibility with Blender 2.8 and later versions, including proper handling of reference distance units.
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