Kornél Lehőcz

Inhaber, Principal Programmer, Scarab Labs

Berlin, Deutschland

Über mich

I come from a game development background. In the games industry I worked on computer graphics, developing custom 3D engines and tools. Around 2006 I became interested in photography, imaging sensors, and started developing algorithms to get the best possible image quality out of them. I left the games to pursue this interest, and have been developing image/video processing software under the name Scarab Labs for over a decade - most notably the digital camera raw converter Scarab Darkroom. I also work as a freelancer - helping companies with R&D in the fields of image processing, computer vision, and AI/machine learning. My clients come from various sectors, including automotive, the imaging industry, industrial automation and robotics. Some of the services I offer: - Computer vision algorithm development - Creation of AI proof-of-concepts - Code optimizition for performance, latency, or battery usage - GPU programming (OpenCL, CUDA, OpenGL, Direct3D) - Custom development of apps

Fähigkeiten und Kenntnisse

C++
C++11
Python
Bildverarbeitung
image processing
Computergrafik
computer graphics
OpenGL
Neural Networks
Neuronale Netze
Künstliche Intelligenz
Deep learning
Artificial intelligence
AI
Maschinelles Lernen
Machine Learning
Qt
Optimizing
Computer Vision
OpenCV
TensorFlow
OpenCL
Visual Studio
GPGPU
Objective-C
Xcode
iOS Entwicklung
C#
Photoshop SDK
Git
CMake
Assembly
SSE
multi-threaded programming
OpenGL ES
DirectX
TCP/IP
SQL
image analysis
NumPy
Digital Signal Processing
Digitale Signalverarbeitung
Softwareentwicklung
Software Development
Windows
macOS
Unix
Linux
Android
Kamera Systeme
Camera
GLSL
KI
HLSL
GPU
Camera calibration
Kamerakalibrierung
Optimierung
Computational photography
Image analysis
Bildanalyse
Grasp planning
Algorithm design
Algorithm development
CUDA
Shader
GStreamer
Open Scene Graph
iOS
Deep Learning
robotisches Greifen
C++14
C++17

Werdegang

Berufserfahrung von Kornél Lehőcz

  • Bis heute 9 Jahre und 6 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 16 Jahre und 1 Monat, 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

Interessen

photography
programming
game development
games
Artificial intelligence
Computer vision

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