Summary
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.
4 years of coding experience
15 years of employment as a software developer
Computer Science, Computer Science at Universität Ulm
Dipl-Ing (FH), Media Computing, Dipl-Ing (FH), Media Computing at Fachhochschule Stuttgart - Hochschule der Medien
German, English, French