Martin Mittring profile picture

Martin Mittring

Graphics Engineer / Game Developer

LinkedIn Twitter / X Github Blog
Graphics:
Real-time rendering, ray-tracing, GI, occlusion/shading/shadow/post processing, streaming, post processing, procedural content generation, HDR, GPU and CPU, Direct3D 9...12, OpenGL..Vulkan, Xbox 360/One, PlayStation 3/4, Quest...Rift VR
Programming:
C/C++, C#, Lua, Python, Compute shaders, JavaScript, optimizations, serialization, UI, AI, parallel algorithms, compilers, web
General:
AAA game production, UGC, Documentation, presentations, leading, mentor

Positions

Electronic Arts - SEED team

Principal Rendering Engineer (2023 –)

Implemented GPU driven rendering with different rendering primitives (Micropoly, point, 3DGS, rasterize) for rasterization and ray-tracing. Explored efficient compute shader programming (Persistent Thread, workGraph, released S2H) with data structures, some GenAI and ML.

Meta / Facebook / Oculus / Oculus Story Studio

Core Graphics Architect (Jul 2016 – Jan 2023)

Led graphics teams, developed a custom Vulkan renderer and editor, asset pipelines, Unity and UE4 rendering technology, and VR graphics systems.

Epic Games

Senior Graphics Architect (Oct 2009 – Jun 2016)

Worked on Unreal Engine 3/4, Fortnite, Paragon, Samaritan, Elemental, and Infiltrator demos. Focus areas included scalability, voxel GI, post-processing, decals, SSAO, and rendering architecture.

Crytek GmbH

Lead Graphics Programmer (Sep 2001 – Sep 2009)

Led a team of graphics R&D developers working on CryENGINE, Crysis, Xbox 360, PlayStation 3 and PC rendering technology. Presented CryENGINE internationally and worked with hardware vendors.

Lead Network Programmer

Led multiplayer and networking development for Far Cry, improving performance and scalability.

Game Programmer

Worked on Far Cry, PolyBump tools, asset compilation systems, and light-map technology.

D.A.V.I.D. GmbH

Software Developer Intern (Mar 2001 – Sep 2001)

Developed a software prototype for low-resolution video and high-resolution audio editing as part of a diploma thesis.

Kögl & Partner / 3-DD Digital Media AG

Software Developer (Nov 1997 – Nov 2000)

Developed scripting systems, AI pathfinding, camera systems, particle effects, and gameplay technology for a real-time 3D adventure project.

Digital Advertising

Intern (Aug 1997 – Sep 1997)

Implemented and improved a 2D engine and created two screen savers.

Technical University Munich

Intern (Oct 1996 – Mar 1997)

Worked on 3D software dummy technology (RAMSIS), MFC, 32-bit porting, and rendering optimizations.

Shipped titles

"Horizon"
2021, Metaverse playground for mobile VR
"Gears of War 3"
2010, Xbox360, meta critic score 91
“Crysis Warhead” and “Crysis Wars”
2008, PC, meta critic score 84
“Crysis”
008, PC, meta critic score 91
“Far Cry”
2004, PC, meta critic score 89