Stefan Werner

Graphics Software Engineer at Intel Corporation

Neu-Ulm, Bavaria, Germany
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Summary

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Stefan Werner is a graphics software engineer based in Neu-Ulm, Germany, with deep expertise in GPU ray tracing, production path tracing, and cross-platform desktop rendering tools. Over a career spanning feature film and studio work, he’s contributed to Intel Embree and Blender Cycles and helped deliver rendering for Netflix productions like Next Gen and Maya and the Three. He led a remote team to build an open-source, Hydra-compatible path tracer tailored for Houdini-based pipelines, combining hands-on C++/CUDA development with roadmap and team leadership. Stefan’s background includes enhancing rendering stacks with features such as Cryptomatte, VDB support, Embree integration and texture caching, reflecting a strong focus on production performance and artist-driven tooling. Known for bridging research-grade ray acceleration with practical studio needs, he thrives at the intersection of low-level rendering optimizations and user-facing production workflows.
code4 years of coding experience
job15 years of employment as a software developer
bookComputer Science, Computer Science at Universität Ulm
bookDipl-Ing (FH), Media Computing, Dipl-Ing (FH), Media Computing at Fachhochschule Stuttgart - Hochschule der Medien
languagesGerman, English, French
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Github Skills (9)

gpu-programming10
sycl10
oneapi10
c-language10
cprogramming-language10
render10
rendering10
3d9
computer-graphics9

Programming languages (4)

C++CLLVMLogos

Github contributions (5)

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stefanatwork/llvm

May 2023 - Feb 2024

Intel staging area for llvm.org contribution. Home for Intel LLVM-based projects.
Contributions:4 pushes, 3 branches in 9 months
Contributions:7 pushes, 1 branch in 1 month
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Stefan Werner - Graphics Software Engineer at Intel Corporation