123basic is a self hosting BASIC to HTML5 compiler which is fully backwards compatible to GLBasic, introducing new features like Object Oriented Programming. There is also an online programming IDE that runs completely in the browser.
Githubyasp is a web-based assembler learning environment with a fully functional IDE, Debugger and Emulator running entirely on web technologies.
This project is my diploma project for HTBLuVA Spengergasse. And is being actively used by hundreds of students.
Demo WebsiteThis project was implemented during my semester abroad at Politehnica Bucharest. It is a paraphrase identification algorithm using Natural Language Processing techniques with an accuracy of 75.4%.
GithubSaligia is a prototype of an online card game based on the seven deathly sins. Due to a lack of time it never got into a finished polished game, but the basic functionality is implemented. Featuring 21 different cards, up to 6 concurrent players, lobby system and fluid animations.
This game was implemented during Networking course at HTBLuVA Spengergasse
GithubGestrandet means stranded in german. It is a never finished 2D survival multiplayer game with a destructible pixel map. It was thought to be a mixture of Worms, Robinson Crusoe and Minecraft. It should have been fully moddable through Lua scripts and have infinite worlds through randomly generated maps. Sadly the game never finished due to lack of time.
The game was one of my long term projects from when I was 14 until 16 years old and has still a special place in my heart.
DownloadPocketLight is a puzzle game where the player has to illuminate each button in tricky levels. The game features light-bending black holes, portals, mirrors and disco balls.
DownloadThis is a tilemap editor written in C# using WinForms using XML as the primary data format. It supports scripting, has very flexible layer management system and has an easy to use tileset editor.
This project was implemented during a programming course of HTBLuVA Spengergasse.
DownloadSkeleton Code Generator is a UML class diagram editor that generates Java code in real time. It also features automatic setter/getter generation, association diagrams, syntax highlighting, toString/hashCode/equals and javadoc generation.
DownloadTime Table Optimizer is a very extensible time table optimization tool, using a concurrent genetic algorithm. Extensibility is achieved by Groovy scripting and XML data input and output. Additionally there is a GUI to customize and start optimization.
This tool was developed as a programming project for HTBLuVA Spengergasse.
DownloadSuper Rabbid Galaxy is a game where the player has to navigate a cute rabbit to the end of each level by jumping from planet to planet and avoiding black holes. Each planet exerts gravity!
DownloadChristmas Wire is a game of skill where the player has to deliver presents by avoiding the obstacles and getting to the end of each course. But attention! The course is slippery.
The game was inspired by the Flash game Skywire.
DownloadProtoDB is a simple generic database CRUD tool developed during a programming course for HTBLuVA Spengergasse. Not much, but I like it as a kind of memento.
DownloadDark Jump is a particle effects heavy game I developed in BlitzMax. Sadly it never got into a playable state.
This project aims to help students learn to program strategy game AI. It is being actively used in courses at Vienna, University of Technology.
Git RepositoryThis graphics demo was developed during the course of the course Realtime computer graphics at TU Wien and won first place. We were a team of two consisting of Simon Fraiss and me.
YouTubeA Worms style 2D destructible map implemented in OpenGL without using Pixmaps. This is developed as the project for the "Design and Development of Rendering Engines" course at University of Technology Vienna. The map can be any simple polygon of (practically) arbitrary size. This map can then be manipulated using boolean operations intersection (union, intersection, difference and XOR) in realtime.
Git RepositoryHelp ROB escape and make him your own Artificial Intelligence by combining powerful programming blocks.
Using the turing complete programming system you can build nearly limitless solutions.
Make ROB more intelligent by cleverly nesting blocks. Try to get the highest IQ possible!
Deep RecSys was part of an ensemble model developed for the RecSys Challenge 2019 during the course Recommender Systems at Vienna University of Technology. The final model is better than 70% of all submissions made for the competition.
Repository DocumentationDeep Humor is my diploma thesis for my master Artificial Intelligence & Game Engineering at TU Wien. I tried to implement a deep learning model which was capable of learning the humor of a single human from Gary Larson Cartoons. I trained visual models (CNN, Yolo, etc.) to understand the image part of the cartoon and text-based models (LSTM, GRU) to understand the punchlines of the cartoon.
Thesis RepositoryThis paper was published at VISAPP2022 and was nominated as one of four best student's paper. It presents a novel framework for camera pose estimation using the human head as a calibration object. The proposed approach enables extrinsic calibration based on 2D input images (RGB and/or NIR), without any need for additional calibration objects or depth information.
PaperDuring my time at NOUS digital I worked on the following selection of projects:
During my time at emotion3D I worked on the following selection of projects:
My personal website is in development since 2011. I steadily improved the design, features and content over time.
This paper was published at VISAPP2023. It presents a novel framework for extrinsic structured light calibration using circles. The proposed approach facilitates extrinsic calibration by projecting circles into non-planar and dynamically changing scenes over multiple distances without relying on the structured light's intrinsics.
PaperThis journal paper was published in Springer Nature Computer Science. It presents evaluations of a novel camera pose estimation framework using human head pose estimation. We evaluated using real- and synthetic data over a broad set of modalities, including: different people, genders, grimaces, facial occlusions, etc. The results show that the proposed framework is robust to a broad set of variations and can be used for camera pose estimation in real-world scenarios.
Journal PaperThis book chapter was published in Communications in Computer and Information Science volume 2103. It introduces a novel structured light calibration framework that prioritizes calibration flexibility while maintaining satisfactory accuracy. Contrary to existing approaches, the proposed method facilitates the extrinsic and intrinsic projector calibration of a dual-camera (or single RGB-D camera) structured light system by projecting circles onto (non-)planar and potentially dynamically changing scenes across multiple distances. The method reconstructs light rays by detecting circle-centers, triangulating their 3D positions and filters outliers using RANSAC. Finally, a two-step bundle adjustment process optimizes the structured light parameters.
Book ChapterFrom mid-level Computer Vision Engineer to Senior & Chapter Lead in less than 2 years. Responsibilities include:
Shaping the future of augmented reality
This is a collaborative multiplayer game project for the Virtual and Augmented Reality exercise at Vienna University of Technology. We (team size of 2) developed this prototype using Unity3D, HTC Vive and Leap Motion.
Video RepositoryHigh school HTBLuVA Spengergasse
Computer science class with focus on "Tools and Methodology"
Internship at NOUS Wissensmanagement GmbH as an Android developer.
Internship at PocketScience GmbH as an Android developer.
Graduated valedictorian at HTBLuVA Spengergasse
Software Developer at NOUSdigital as an Android, iOS, Unity3D, Web-Fullstack and Computer Vision developer
Software & Information Engineering at Vienna University of Technology
Semester abroad at University Politehnica of Bucharest
Graduated Bachelor of Science with distinction.
Individual master Artificial Intelligence & Game Engineering at Vienna University of Technology
Teaching Assistant for Theoretical Computer Science & Logic, Computergraphics Exercises, Realtime Computergraphics at TU Wien
Merit-based scholarship of TU Wien
Computer Vision and Deep Learning Engineer at emotion3D
Graduated Dipl.-Ing (comparable to Master of Science) with distinction.
Senior Computer Vision Engineer & Chapter Lead at Sportradar.
Computer Vision Engineer at Snap Inc.
This book chapter was published in Communications in Computer and Information Science volume 2103. It introduces a novel structured light calibration framework that prioritizes calibration flexibility while maintaining satisfactory accuracy. Contrary to existing approaches, the proposed method facilitates the extrinsic and intrinsic projector calibration of a dual-camera (or single RGB-D camera) structured light system by projecting circles onto (non-)planar and potentially dynamically changing scenes across multiple distances. The method reconstructs light rays by detecting circle-centers, triangulating their 3D positions and filters outliers using RANSAC. Finally, a two-step bundle adjustment process optimizes the structured light parameters.
Book Chapter C++ Python OpenCV Computer Vision Device Calibration Structured Light Embedded Development Non-Linear Optimization Unity3D YOLOv3 Python PyTorch Deep Learning Object Detection Patent
This journal paper was published in Springer Nature Computer Science. It presents evaluations of a novel camera pose estimation framework using human head pose estimation. We evaluated using real- and synthetic data over a broad set of modalities, including: different people, genders, grimaces, facial occlusions, etc. The results show that the proposed framework is robust to a broad set of variations and can be used for camera pose estimation in real-world scenarios.
Journal Paper C++ Python Deep Learning Camera Calibration Head Pose Estimation Facial Landmarks Extraction Synthetic Data Scientific Publication
Deep Humor is my diploma thesis for my master Artificial Intelligence & Game Engineering at TU Wien. I tried to implement a deep learning model which was capable of learning the humor of a single human from Gary Larson Cartoons. I trained visual models (CNN, Yolo, etc.) to understand the image part of the cartoon and text-based models (LSTM, GRU) to understand the punchlines of the cartoon.
Thesis Repository Deep Learning Convolutional Neural Networks Object Detection Python PyTorch ResNet Computational Humor Django AutoML NLP ELMo LSTM GRU GloVE
This graphics demo was developed during the course of the course Realtime computer graphics at TU Wien and won first place. We were a team of two consisting of Simon Fraiss and me.
YouTube OpenGL GLSL C++ (Omni)-Directional shadow mapping Volumetric Lighting Volumetric Fog Camera Movement System Bloom GPU Particle System
yasp is a web-based assembler learning environment with a fully functional IDE, Debugger and Emulator running entirely on web technologies.
This project is my diploma project for HTBLuVA Spengergasse. And is being actively used by hundreds of students.
Demo Website HTML5 Bootstrap Assembler IDE Syntax Highlighting Emulator Debugger Web-Based
During my time at NOUS digital I worked on the following selection of projects:
iOS Android Java Objective-C Swift Push Notifications Python Django Loopback Node.js JavaScript
During my time at emotion3D I worked on the following selection of projects:
C++ Ambarella Computer Vision Camera Calibration Stereo Vision Object Detection Model Optimization Python Human Analysis TI-Deep Learning Embedded Development Qt
From mid-level Computer Vision Engineer to Senior & Chapter Lead in less than 2 years. Responsibilities include:
Python C++ Camera Calibration Generative AI CI/CD Dockerization Mixed Reality Stable Diffusion
Shaping the future of augmented reality
This book chapter was published in Communications in Computer and Information Science volume 2103. It introduces a novel structured light calibration framework that prioritizes calibration flexibility while maintaining satisfactory accuracy. Contrary to existing approaches, the proposed method facilitates the extrinsic and intrinsic projector calibration of a dual-camera (or single RGB-D camera) structured light system by projecting circles onto (non-)planar and potentially dynamically changing scenes across multiple distances. The method reconstructs light rays by detecting circle-centers, triangulating their 3D positions and filters outliers using RANSAC. Finally, a two-step bundle adjustment process optimizes the structured light parameters.
Book Chapter C++ Python OpenCV Computer Vision Device Calibration Structured Light Embedded Development Non-Linear Optimization Unity3D YOLOv3 Python PyTorch Deep Learning Object Detection Patent
This paper was published at VISAPP2023. It presents a novel framework for extrinsic structured light calibration using circles. The proposed approach facilitates extrinsic calibration by projecting circles into non-planar and dynamically changing scenes over multiple distances without relying on the structured light's intrinsics.
Paper C++ OpenCV Computer Vision Device Calibration Structured Light Embedded Development Qt Unity3D YOLOv3 Python PyTorch Deep Learning Object Detection Patent
This paper was published at VISAPP2022 and was nominated as one of four best student's paper. It presents a novel framework for camera pose estimation using the human head as a calibration object. The proposed approach enables extrinsic calibration based on 2D input images (RGB and/or NIR), without any need for additional calibration objects or depth information.
Paper Deep Learning Camera Calibration Head Pose Estimation Facial Landmarks Extraction Synthetic Data Scientific Publication
Deep Humor is my diploma thesis for my master Artificial Intelligence & Game Engineering at TU Wien. I tried to implement a deep learning model which was capable of learning the humor of a single human from Gary Larson Cartoons. I trained visual models (CNN, Yolo, etc.) to understand the image part of the cartoon and text-based models (LSTM, GRU) to understand the punchlines of the cartoon.
Thesis Repository Deep Learning Convolutional Neural Networks Object Detection Python PyTorch ResNet Computational Humor Django AutoML NLP ELMo LSTM GRU GloVE
This project was implemented during my semester abroad at Politehnica Bucharest. It is a paraphrase identification algorithm using Natural Language Processing techniques with an accuracy of 75.4%.
Github Machine Learning Support Vector Machine Python NLTK Word2Vec
This project aims to help students learn to program strategy game AI. It is being actively used in courses at Vienna, University of Technology.
Git Repository Java FX MCTS XSLT MiniMax Agent-based System
This graphics demo was developed during the course of the course Realtime computer graphics at TU Wien and won first place. We were a team of two consisting of Simon Fraiss and me.
YouTube OpenGL GLSL C++ (Omni)-Directional shadow mapping Volumetric Lighting Volumetric Fog Camera Movement System Bloom GPU Particle System
This is a collaborative multiplayer game project for the Virtual and Augmented Reality exercise at Vienna University of Technology. We (team size of 2) developed this prototype using Unity3D, HTC Vive and Leap Motion.
Video Repository Unity3D Leap Motion Controller HTC Vive Multiplayer VR
A Worms style 2D destructible map implemented in OpenGL without using Pixmaps. This is developed as the project for the "Design and Development of Rendering Engines" course at University of Technology Vienna. The map can be any simple polygon of (practically) arbitrary size. This map can then be manipulated using boolean operations intersection (union, intersection, difference and XOR) in realtime.
Git Repository OpenGL C++ OpenMP Polygon Clipping
Help ROB escape and make him your own Artificial Intelligence by combining powerful programming blocks.
Using the turing complete programming system you can build nearly limitless solutions.
Make ROB more intelligent by cleverly nesting blocks. Try to get the highest IQ possible!
Unity3D Block-based Programming Language C#
Deep RecSys was part of an ensemble model developed for the RecSys Challenge 2019 during the course Recommender Systems at Vienna University of Technology. The final model is better than 70% of all submissions made for the competition.
Repository Documentation Deep Learning Recommender System Sequence-aware Python PyTorch Ensemble
My personal website is in development since 2011. I steadily improved the design, features and content over time.
Node.js jQuery Box2D Bootstrap LESS D3 Docker Responsive
123basic is a self hosting BASIC to HTML5 compiler which is fully backwards compatible to GLBasic, introducing new features like Object Oriented Programming. There is also an online programming IDE that runs completely in the browser.
Github Compiler Self Hosting HTML5 JavaScript HTML5 Canvas jQuery UI GLBasic Open Source Angular.JS
yasp is a web-based assembler learning environment with a fully functional IDE, Debugger and Emulator running entirely on web technologies.
This project is my diploma project for HTBLuVA Spengergasse. And is being actively used by hundreds of students.
Demo Website HTML5 Bootstrap Assembler IDE Syntax Highlighting Emulator Debugger Web-Based
Saligia is a prototype of an online card game based on the seven deathly sins. Due to a lack of time it never got into a finished polished game, but the basic functionality is implemented. Featuring 21 different cards, up to 6 concurrent players, lobby system and fluid animations.
This game was implemented during Networking course at HTBLuVA Spengergasse
Github node.js Kinetic.js JavaScript HTML5 socket.io Angular.JS
Gestrandet means stranded in german. It is a never finished 2D survival multiplayer game with a destructible pixel map. It was thought to be a mixture of Worms, Robinson Crusoe and Minecraft. It should have been fully moddable through Lua scripts and have infinite worlds through randomly generated maps. Sadly the game never finished due to lack of time.
The game was one of my long term projects from when I was 14 until 16 years old and has still a special place in my heart.
Download BlitzMax Game Development XML Lua Multiplayer UDP Destructible Pixelmap Infinite World Cross Platform
PocketLight is a puzzle game where the player has to illuminate each button in tricky levels. The game features light-bending black holes, portals, mirrors and disco balls.
Download BlitzMax Game Development Puzzle Game Cross Platform
This is a tilemap editor written in C# using WinForms using XML as the primary data format. It supports scripting, has very flexible layer management system and has an easy to use tileset editor.
This project was implemented during a programming course of HTBLuVA Spengergasse.
Download C# WinForms OpenTK OpenGL Tilemap Scintilla XML GUI
Skeleton Code Generator is a UML class diagram editor that generates Java code in real time. It also features automatic setter/getter generation, association diagrams, syntax highlighting, toString/hashCode/equals and javadoc generation.
Download Java Swing GUI UML Cross Platform
Time Table Optimizer is a very extensible time table optimization tool, using a concurrent genetic algorithm. Extensibility is achieved by Groovy scripting and XML data input and output. Additionally there is a GUI to customize and start optimization.
This tool was developed as a programming project for HTBLuVA Spengergasse.
Download Java Genetic Algorithm Groovy XML Concurrency Swing GUI
Super Rabbid Galaxy is a game where the player has to navigate a cute rabbit to the end of each level by jumping from planet to planet and avoiding black holes. Each planet exerts gravity!
Download BlitzMax Game Development Game of Skill Gravitation Cross Platform
Christmas Wire is a game of skill where the player has to deliver presents by avoiding the obstacles and getting to the end of each course. But attention! The course is slippery.
The game was inspired by the Flash game Skywire.
Download BlitzMax Game Development Open Source 2D Game of Skill Cross Platform
ProtoDB is a simple generic database CRUD tool developed during a programming course for HTBLuVA Spengergasse. Not much, but I like it as a kind of memento.
Download Java Swing GUI MySQL Cross Platform
Dark Jump is a particle effects heavy game I developed in BlitzMax. Sadly it never got into a playable state.
BlitzMax Particle Effects Mapeditor Shadow Effects