“Jesper is one of the most skilled engineers I have worked with. He has an extraordinary drive and constantly focuses on improving himself and his work. At Uber we have worked very closely on building high impact distributed software projects. Here he proved a valuable partner for driving our team and setting a vision for our products. Furthermore, Jesper excels in creating thoughtful engineering designs and he partners across our organisation to ensure his work meets the business needs. We have spent numerous hours sharing thoughts on system design and architecture. His responsibility and honesty make him a valuable team member and it's a privilege working with him.”
Om
Erfaring og uddannelse
Licenser og certificeringer
Udgivelser
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Adopting Arm at Scale: Transitioning to a Multi-Architecture Environment
Uber Engineering Blog
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Adopting Arm at Scale: Bootstrapping Infrastructure
Uber Engineering Blog
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The Accounter: Scaling Operational Throughput on Uber’s Stateful Platform
Uber Engineering Blog
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Scaling Infrastructure Management
Uber Engineering Blog
Se udgivelseBlog-post detailing how we manage our infrastructure using an state aggregation platform.
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A quick trip to the clouds
3D World Issue 193 / Future
Se udgivelseTechnical tutorial on how to create a volumetric cloudscape in real-time using Elementacular and Autodesk Maya.
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Generate a thundercloud using Elementacular
3D Artist Issue 78 / Imagine Publishing
Se udgivelseTechnical tutorial on how to create a 3D animated thundercloud in real-time using Elementacular and Autodesk Maya.
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SSLPV: subsurface light propagation volumes
HPG '11
Se udgivelseThis paper presents the Subsurface Light Propagation Volume (SSLPV) method for real-time approximation of subsurface scattering effects in dynamic scenes with changing mesh topology and lighting. SSLPV extends the Light Propagation Volume (LPV) technique for indirect illumination in video games. We introduce a new consistent method for injecting flux from point light sources into an LPV grid, a new rendering method which consistently converts light intensity stored in an LPV grid into incident…
This paper presents the Subsurface Light Propagation Volume (SSLPV) method for real-time approximation of subsurface scattering effects in dynamic scenes with changing mesh topology and lighting. SSLPV extends the Light Propagation Volume (LPV) technique for indirect illumination in video games. We introduce a new consistent method for injecting flux from point light sources into an LPV grid, a new rendering method which consistently converts light intensity stored in an LPV grid into incident radiance, as well as a model for light scattering and absorption inside heterogeneous materials. Our scheme does not require any precomputation and handles arbitrarily deforming meshes. We show that SSLPV provides visually pleasing results in real-time at the expense of a few milliseconds of added rendering time.
Fag/kurser
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Harvard HBX - Leadership
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Harvard HBX - Strategy
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Mannaz - Project Management
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