Timothy Arterbury

Software Engineer at x-io Technologies
  • Claim this Profile
Contact Information
Location
Waco, Texas, United States, US
Languages
  • English Native or bilingual proficiency
  • German Elementary proficiency

Topline Score

Bio

Generated by
Topline AI

0

/5.0
/ Based on 0 ratings
  • (0)
  • (0)
  • (0)
  • (0)
  • (0)

Filter reviews by:

No reviews to display There are currently no reviews available.

0

/5.0
/ Based on 0 ratings
  • (0)
  • (0)
  • (0)
  • (0)
  • (0)

Filter reviews by:

No reviews to display There are currently no reviews available.
You need to have a working account to view this content. Click here to join now

Experience

    • United Kingdom
    • Research Services
    • 1 - 100 Employee
    • Software Engineer
      • Mar 2023 - Present

      Improved 3D graphics (OpenGL) features of C++ open-source software, x-IMU3-GUI, for IMU product. Implemented realtime 3D rendering and shaders for IMU model with lighting. Redesigned 3D HUD elements in screen-space (axes gizmos) and created minimalistic world scene elements (grid & compass). Refactored OpenGL code to simplify code structure and reduce CPU/GPU usage. Worked on a team prioritizing code quality and style with code reviews. Worked in the JUCE app framework for C++. Prototyped UI/UX design alternatives and aided in design decisions. Repository: github.com/xioTechnologies/x-IMU3-Software Subcontract via NodeAudio Ltd. Show less

    • Entertainment Providers
    • XR Software Engineer, Designer, Founder
      • Nov 2017 - Present

      Designed, prototyped, and built multiple Spatial XR apps for music production. Released MoveMusic Control, a VR MIDI controller app for Meta Quest VR on App Lab store. App allows people to make music with body movement by wirelessly controlling music software via interaction with spatial, 3D controls. A building system lets users create custom instruments. Made with Unreal Engine and C++. Built MMConnect companion app for desktop platforms to network with VR headset via Wi-Fi. Made with C++ and JUCE. Built iOS VR video recording app to record footage of someone using the MoveMusic VR app with a moving, third-person camera. Made with Swift and ARKit. Prototyped Spatial XR concepts since 2016 with PlayStation Move, Quest 1, Quest 2, Quest Pro. Website: https://movemusic.com Videos of MoveMusic VR: https://www.youtube.com/watch?v=2CG6NDF-IP0&list=PLaATz9k-65872vvDfLrj3w12MvTCE0mIg Sales Page (Meta Quest App Lab): https://www.oculus.com/experiences/quest/6071412846205047/ Portfolio: https://timart.me/projects/movemusic iOS VR Recording App: https://timart.me/projects/ar-recording Show less

    • Musicians
    • 1 - 100 Employee
    • Software Engineer, Designer
      • Aug 2020 - Feb 2023

      Created 3 OpenGL audio visualizers: oscilloscope, frequency spectrum, 3D blob. Implemented realtime physically based 3D rendering and material editor for metallic workflow. Wrote shaders for 2D line graphs with cheap glow using SDFs. For visualization audio processing, used FFT, buffer simplification techniques, and ballistics filter. Programmed ~70% of UI of SubLabXL audio plugin product. Used JUCE ValueTree for UI update system when possible. Worked on team of 3 software engineers and 1 designer. Prototyped for UI/UX design phases and translated final designs to C++ code in the JUCE plugin framework. Used multithreading and thread safety techniques. Portfolio Case Study: https://timart.me/projects/sublabxl Product: https://futureaudioworkshop.com/sublab-xl Show less

    • France
    • Performing Arts
    • Software Engineer (Web: WebGL, Audio/Video, Vue.js)
      • Jun 2022 - Jul 2022

      Created realtime oscilloscope audio visualizer for website. Used Three.js and wrote custom GLSL shaders with Signed Distance Fields to get cheap glow for oscilloscope. Wrote Javascript to synch playback of audio, video, and visualizer with Web Audio and Video APIs. Used Vue.js for managing UI state. Product was an audio/video/visual media player on the web to showcase the client band’s music. My wife, McKenna, designed and implemented the UI. Product: https://sandy-sounds.com Portfolio: https://timart.me/projects/sandy-sounds Show less

    • United States
    • Higher Education
    • 1 - 100 Employee
    • Graduate Assistant & Researcher
      • Aug 2018 - Aug 2020

      Researched Human-Computer Interaction with Dr. Poor: user study evaluated rhythmic accuracy when playing 3D, spatial musical instrument I created, MoveMIDI. Wrote Python program to assess rhythmic accuracy from MIDI. Created 2 prototypes for spatial interaction with music using PlayStation Move hardware and Meta Quest VR. Wrote code in C++, OpenGL, JUCE. Proctor, TA, and taught labs. Researched Human-Computer Interaction with Dr. Poor: user study evaluated rhythmic accuracy when playing 3D, spatial musical instrument I created, MoveMIDI. Wrote Python program to assess rhythmic accuracy from MIDI. Created 2 prototypes for spatial interaction with music using PlayStation Move hardware and Meta Quest VR. Wrote code in C++, OpenGL, JUCE. Proctor, TA, and taught labs.

    • Financial Services
    • 1 - 100 Employee
    • Software Engineer Intern
      • May 2017 - Aug 2017

      Worked in the Money Movement branch on a team of 6 interns and 2 employees to create a software solution to fix partial bank transactions. Programmed in Java, wrote unit tests, pair programmed, used an existing codebase with minimal documentation, practiced agile & scrum, and worked with QA. Worked in the Money Movement branch on a team of 6 interns and 2 employees to create a software solution to fix partial bank transactions. Programmed in Java, wrote unit tests, pair programmed, used an existing codebase with minimal documentation, practiced agile & scrum, and worked with QA.

    • United States
    • Non-profit Organizations
    • 1 - 100 Employee
    • Software Engineer & Designer
      • May 2016 - Aug 2016

      Created two music software instrument programs for a children’s museum exhibit involving sampling and synthesis techniques. Used lock-free, real-time, & multithreaded techniques while writing cross-platform C++ code in the JUCE framework. Iteratively designed and coded UI with client feedback. Included oscilloscope and spectrum visuals, supported touch screen and piano keyboard input. Created two music software instrument programs for a children’s museum exhibit involving sampling and synthesis techniques. Used lock-free, real-time, & multithreaded techniques while writing cross-platform C++ code in the JUCE framework. Iteratively designed and coded UI with client feedback. Included oscilloscope and spectrum visuals, supported touch screen and piano keyboard input.

    • Graphic Designer / Front End Dev
      • May 2016 - Aug 2016

      Designed print assets for 4 sub-businesses (posters, flyers, cards, signs). Created digital marketing material through the use of photography, video, and graphic design. Created logos, hand-drawn typography, and icons. Designed and developed landing pages in HTML/CSS. Learned about ITCSS CSS development framework and gained more experience with SASS preprocessor. Designed print assets for 4 sub-businesses (posters, flyers, cards, signs). Created digital marketing material through the use of photography, video, and graphic design. Created logos, hand-drawn typography, and icons. Designed and developed landing pages in HTML/CSS. Learned about ITCSS CSS development framework and gained more experience with SASS preprocessor.

    • United States
    • Higher Education
    • 700 & Above Employee
    • Community Leader (CL)
      • Aug 2015 - May 2016

      Lived in university residence hall serving in a leadership capacity to foster community and enforce campus policy. Organized hall events. Built relationships with hall members. Interacted with the police and higher authority for policy violations. Diffused violent behavior and intense social situations. Aided in conflict resolution. Worked with a staff of 10. * 7-month-long interview process for job. * Offered promotion to head CL for following year, but I declined. * The hall had a 99% retention rate of students from Fall to Spring semester. Show less

Education

  • Baylor University
    Bachelor of Science (B.S.), Computer Science
    2014 - 2018
  • Baylor University
    Master of Science (M.S.), Computer Science
    2018 - 2020

Community

You need to have a working account to view this content. Click here to join now