Rickard Sahlin
Standards Leader (3D) @ IKEA
About
The first time when I saw an arcade machine was when I was around 12 years old. I think it was Scramble and I was completely awe-struck by the graphics and sound.- Even the smell was something out of this world!From that moment I knew I had to learn how to program these "dream machines".As this was in a time before the internet I had some challenging times ahead of me.I persevered with a clear view on my goal - by the time I was 20 I had moved to England to work as a games programmer.It truly was my first dream come true!As a person I am dedicated and pragmatic with clear goals - I have the energy and mindset to get there.One of my strengths is the ability to see patterns and make solutions based on characteristics, formats and arrangement.Not only in details - such as the layout of low level 3D data - also in architectural and design overview.How parts connect to and affect each-other.Since 2020 I have been specializing in physically based rendering (PBR) - absorbing knowledge about Fresnell equations, BRDFs, plausible light calculations using material properties and glTF.During this time I have participated in the glTF standardization - proposing several format extensions to the Khronos group - released a Vulcan based PBR (Fresnell) opensource renderer using advanced GPU features, such as instanced rendering - all while focusing on how to accelerate realistic rendering using the immense parallel computing power of GPUs. I challenge the status quo and question monolithic thinking - a forward thinking innovator.As an apprentice in life I constantly strive to be curious, learn and improve!Link to Vulkan Fresnel based opensource instanced renderer: https://github.com/rsahlin/varg-engine
Sweden
Greater Malmö Metropolitan Area
Consumer Electronics
Software Architecture, C++, Performance Benchmarking, Vulkan, OpenGL Shading Language (GLSL), Game Programming, X86 Assembler, 6502 Assembler, Z80 Assembler, M68000 Assembler, Z80, Benchmarking, Performance Optimization, Performance Opimization, GLSL Shaders, Compute Shaders, Android NDK, Embedded C, C (Programming Language), PBR
Experience

Standards Leader (3D)
Älmhult
Specialist role in realtime 3D graphics, focus on PBR / BRDF (realtime materials and lighting) Deep understanding of physically based rendering and glTF. Contribute to glTF standardization in Khronos, propose new extensions and work with opensource. Development of Vulkan based glTF reference renderer with custom BRDF.

Senior Software Engineer (Contractor)
Robert Bosch AB
Kalmar County, Sweden
Contractor as Senior Android Engineer working with development and performance optimizations. Specification and development of multichannel streaming protocoll, performance profiling and optimizations.

Senior Software Engineer (Contractor)
Lund
Senior Android Engineer Development of OpenGLES 3.2 application to provide excellent experience and low latency using Flatfrog touch technology. Focus on low latency , high graphics performance and visual quality using OpenGL ES. Development of features, app framework and GLSL shaders. Investigation of Android SurfaceFlinger latency reduction.

Senior Android Engineer (Contractor)
Sony Mobile
Lund,Sweden
Working as a contractor on the Android application for Sony Connected Gym. Development of UI and core features, implementing UI specification with focus on performance and user experience.

Lead Android engineer
Greater Malmö Metropolitan Area
Lead engineer on the Mapillary Android application. Development of new features, custom UI components and layouts. Full implementation of camera functionality using Camera2 API, with focus on stability and performance. Creating custom camera UI for best performance.

Speaker
Slagthuset, Jörgen Kocksgatan 7A, 211 20 Malmö
Held a 45 minute talk called 'High Performance Old School Sprites in OpenGL(ES) Using Batching: Increasing Your Performance to Eleven!" In this talk I explained how to use a batching technique to draw a very large number (>2000) of sprites on a low end mobile device using OpenGLES 2.X. Details also include how to manage attribute data and how to calculate screen position to avoid texture bleeding in the texture atlas. Covering the basics of performance profiling. http://www.nordicgame.com/

Creative and technical lead
Super2K
Lund, Sweden
* Leading a small group of dedicated persons on a mission to create games that inspires your imagination and makes you smile. * Development of game engine in Java using OpenGL ES. I am writing the code, handling project management, scope prioritization and user analytics (using Google Analytics) * Implement Google + services and In-App Billing.
Rickard Sahlin's Contact Information
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