
Kornél Lehőcz
Fähigkeiten und Kenntnisse
Werdegang
Berufserfahrung von Kornél Lehőcz
- Bis heute 10 Jahre und 7 Monate, seit Dez. 2014
Freelance software developer - AI, image processing, computer vision, graphics
Various clients from the automotive, industrial automation, and imaging sectors
- Bis heute 17 Jahre und 2 Monate, seit Mai 2008
Principal Programmer
Scarab Labs
Scarab Labs is my own venture in the field of image processing software. I am developing a digital camera raw converter and photo editor, and various Adobe After Effects and Photoshop plug-ins. I wrote the majority of the code of Scarab Darkroom. My image-processing pipeline is world class in terms of image quality/speed. I developed numerous algorithms, including a fast, SIMD friendly, high quality demosaic algorithm, several noise filters, and a smart image resizing method.
- 1 Jahr und 4 Monate, Apr. 2006 - Juli 2007
Programmer
Eidos Hungary
I worked on Battlestations: Midway. I programmed visual effects, fixed bugs in the game, and resolved frame rate issues. The Xbox 360 version of the game became about 15% faster thanks to my optimizations. I was also in charge of maintaining a Lightwave export plug-in. Later I worked on the prototype of Battlestations: Pacific. I wrote shaders and implemented new features in the 3D engine (eg. HDR rendering).
- 7 Monate, Sep. 2005 - März 2006
Graphics Programmer
Bizarre Creations
I worked on the company’s proprietary 3D engine and on visual effects specific to The Club. I implemented HDR rendering and many other features in the engine, and was in charge of post-processing effects such as depth of field, bloom, tone mapping, and colour curve controls. I also resolved issues related to anti-aliasing and predicated tiling on the Xbox 360.
- 2 Jahre und 3 Monate, Mai 2003 - Juli 2005
Programmer (contract)
Indaba Bt., client: T5 Labs
I worked on T5 Labs’s game streaming (cloud gaming) technology, mainly on the server side low latency video encoder. I also dealt with synchronizing threads, programming and maintenance of a tool (which used MFC), and small applications for demo purposes. Eg. capturing sound output and streaming it over the network.
- 2 Jahre und 1 Monat, Okt. 2000 - Okt. 2002
3D Engine Programmer (contract)
Indaba Bt., client: Invictus Games
I worked on the company’s proprietary 3D engine for the PC racing game Street Legal. I wrote all Direct3D specific parts of the engine, and implemented support for features such as real-time car painting. I was also involved in designing the art pipeline. I created several plug-ins for 3ds max, including a feature packed export plug-in. I also worked on Invictus’s earlier racing game 1NSANE. I did optimizations and improvements to its 3D engine.
- 1 Jahr und 1 Monat, Juli 1998 - Juli 1999
Software Engineer
Mindmaker
I worked on the animation engine of Prody Parrot 2.0, its editor, and unit tests. The application and the in-house tools were written in C++ and used MFC. Some of my other tasks included sound engineering, testing, and evaluating various bug tracking systems.
Ausbildung von Kornél Lehőcz
Programming / Mathematics
Debreceni Egyetem
Sprachen
Ungarisch
Muttersprache
Englisch
Fließend
Deutsch
Fließend
Schwedisch
Grundlagen
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