Vladyslav Merdov

Technical Director / Principal Researcher at Velox XR
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Contact Information
us****@****om
(386) 825-5501
Location
UA
Languages
  • English Professional working proficiency
  • Ukrainian Native or bilingual proficiency
  • C++ Native or bilingual proficiency

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Aleksandr Filonichev

Vladyslav is experienced programmer and true professional. He has knowledge of wide range of technologies and programming languages. We worked together for two years, and I can say with certainty that Vladyslav is one of the best render programmer and game engine architect.

Alexander Nikitin

I was working with Vladyslav as a part of MMO R&D group. This particular area requires extensive knowledge and deep understanding of different disciplines including but not limited to: rendering, networking, physics, performance optimization, multithreading & concurrency, tools etc. Vladislav was able to show stable performance regardless of the task at hand. I should say that if you combine 2 words together: "X360" and "rendering" that's where he performs best. Overall I should state that he is very dependable person who knows what the words "responsibility" and "team" mean. I really enjoyed working with him.

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Experience

    • United Kingdom
    • Software Development
    • 1 - 100 Employee
    • Technical Director / Principal Researcher
      • Mar 2022 - Present

      Managing team of developers working on Virtual Production technology, at the same time providing Neural Networks and NeRF research.Some of the Key and WIP features:* Mobile scanning app* Real-time data segmentation and video matting* Unreal Engine editor neural network powered plugin for virtual production* Unreal Engine plugin for neural networks inference and data processing* Realtime scanning with NeRF training* Neural networks for scene understanding and data generation

    • Tech Lead
      • Nov 2019 - Present

      Research and development of TSDF based real-time 3D scanning solution. With a team building client / server infrastructure for online 3D scanning and spatial understanding software with such key features:* Client / server architecture* Realtime 3D scanning* Server side ICP based camera tracking correction* TSDF based data architecture* Save / load / recover scanning sessions* Export to mesh / point cloud with data optimization* Client side supported sensors: RealSense, Zed camera, Structure Core, OAK-D.* Possibility to connect to remote sessions as observer / guide* Unreal Engine editor plugin with possibility to receive process and render scanning session data online or recover offline from saved sessions.* Novel State of the Art client-server data transfer protocol with data compression / optimization

    • 1 - 100 Employee
    • Tech Lead
      • Mar 2018 - Apr 2019

      Performed R&D and implementation of company infrastructure systems shared across all projects such as: Project generation / build system CI/CD Crash reports Made several research projects which in result tend company to change operation system for developers increasing development and deployment rate up to 3x times and opening new markets for the company. Did lead team of developers porting company products to Windows Store. Worked on general improvements of company engine and games.

    • Ukraine
    • Computer Games
    • 100 - 200 Employee
    • Tech Lead
      • Dec 2015 - Feb 2018

      Made WOWP great again: ● Greater battlefield (engine improvements to support wider areas) ● Greater effects (2.0 visual effects, particles and post processes) ● Greater scenes (streaming technology to support more objects on scene) ● Greater visuals (engine material system/shaders for better visual quality) ● Greater technology (improved existing core technology for 2.0 release) ● Greater optimizations (2.0 graphics engine optimization) Plus some nice RnD for the future. Made WOWP great again: ● Greater battlefield (engine improvements to support wider areas) ● Greater effects (2.0 visual effects, particles and post processes) ● Greater scenes (streaming technology to support more objects on scene) ● Greater visuals (engine material system/shaders for better visual quality) ● Greater technology (improved existing core technology for 2.0 release) ● Greater optimizations (2.0 graphics engine optimization) Plus some nice RnD for the future.

    • South Korea
    • Automation Machinery Manufacturing
    • 1 - 100 Employee
    • Principal Researcher / R&D Department
      • Oct 2014 - Mar 2015

      Research project for ETRI Working as Principal Researcher on project : ● Computer vision ● Making technology from scratch ● Working closely with ETRI professors ● Real time people detection ● Real time movement tracking ● Real time face recognition ● Age gender and mood estimation ● Tracking and recording users to database Research project for ETRI Working as Principal Researcher on project : ● Computer vision ● Making technology from scratch ● Working closely with ETRI professors ● Real time people detection ● Real time movement tracking ● Real time face recognition ● Age gender and mood estimation ● Tracking and recording users to database

    • Computer Games
    • 1 - 100 Employee
    • Tech Expert
      • Dec 2012 - Aug 2014

      Working as Technical expert on not announced MMO project: ● Performing technology analysis ● Supporting and improving internal engine ● Improved physics engine ● Improved graphics engine ● Integrated new technologies into existed engine Working as Technical expert on not announced MMO project: ● Performing technology analysis ● Supporting and improving internal engine ● Improved physics engine ● Improved graphics engine ● Integrated new technologies into existed engine

    • Tech Expert
      • May 2012 - Nov 2012

      Working as Technical expert on World Of Warplanes project

    • Lead Programmer
      • Nov 2011 - May 2012

      Working as Lead of Wargaming.net RnD division in Kiev: ● Performing global technology analysis ● Analyzing and improving Big World Technology ● Performing multi-platform research

    • United States
    • Computer Games
    • 1 - 100 Employee
    • Lead Programmer
      • Jan 2011 - Nov 2011

      Multi-platform Sports analyzing technology● Working as Team Leader making multi-platform sports analyzing technology (Mobile, PC) EA OSDK Regression Tests Technical leading work: ● Team leading and project estimation; ● Writing unit tests for OSDK project; ● Fixing existing OSDK bugs; ● Made complete modification and refactoring of the test system

    • Senior Programmer
      • Nov 2010 - Jan 2011

      EA Tiburon Virtual Playbook Port of EA Tiger Woods PGA Tour 12 Xbox 360 render to PC required for EA Virtual Playbook application

    • Senior Software Engineer / Game Designer
      • Feb 2009 - Nov 2010

      Unbound Saga Mastermind / Game Designer of Port / Redesign of the existed Unbound Saga (www.unboundsaga.com) game project into the XBOX 360 platform: ● Development and improvements in game logic ● Entire “Vogster” engine port on XBOX 360 platform (core/input/visual/sound systems) ● Added per object stencil based rendering system (visual mesh collision removal system) ● Added LIVE based networking system to the “Vogster” engine ● Development and support of game network system ● Redesign of game to match network requirements ● Redesign and implementation of Core Fighting System for the UnboundSaga HD Project ● Special effect development for the UnboundSaga HD Project ● Lighting optimization to match XBOX 360 restrictions ● Taking part in AI and game mechanics design (other than Core Fighting System) ● Taking part in project design team activities

    • Computer Games
    • 1 - 100 Employee
    • Programmer
      • Nov 2007 - Feb 2009

      NDA Title, MMORPG Support of existed engine; Adding the following parts of engine: ● Dynamic curves of the 3rd degree ● Object shadow maps ● Per object stencil based rendering system (visual mesh collision removal system) ● Game mechanics programming Development of new technological multi-platform engine (PSP/WII/XBOX 360/PC) with the following features: ● Dynamic lighting system ● Dynamic shadows system ● Per-pixel lighting (bump/parallax/parallax occlusion mapping) ● Outdoors rendering ● Indoors rendering ● Advanced particle system ● Advanced material system

    • Rendering engine programmer
      • May 2007 - Nov 2007

      Virtuality game project Development of technology demo for the “Virtuality” game project ● Wii platform ● Vicious engine ● Technology research ● Game mechanics/AI programming ● 3D Assets management ● Taking part in Vogster’s multiplatform engine development as PC rendering system programmer: ● Development of D3D9.0c based rendering subsystem ● Development of DirectInput based input system Virtuality game project Development of technology demo for the “Virtuality” game project ● Wii platform ● Vicious engine ● Technology research ● Game mechanics/AI programming ● 3D Assets management ● Taking part in Vogster’s multiplatform engine development as PC rendering system programmer: ● Development of D3D9.0c based rendering subsystem ● Development of DirectInput based input system

    • Ukraine
    • Software Development
    • 1 - 100 Employee
    • Lead programmer
      • Oct 2006 - Mar 2007

      Megapolis sci-fi action project Leader of technology demo programming team for the “Megapolis” sci-fi action project: ● Vision 3D rendering engine (now havok engine) ● GameMonkey Scripting system ● PhysX physics engine ● Game mechanics/AI programming Megapolis sci-fi action project Leader of technology demo programming team for the “Megapolis” sci-fi action project: ● Vision 3D rendering engine (now havok engine) ● GameMonkey Scripting system ● PhysX physics engine ● Game mechanics/AI programming

    • Colombia
    • Advertising Services
    • 1 - 100 Employee
    • Lead Rendering engine programmer
      • Sep 2005 - Sep 2006

      Leading of 3D engine development team ; Development of technological 3D engine for the future projects with the following features: ● Massive Terrain outdoors rendering (xVOX technology) ● Texture splatting system that provides up to 4 textures per terrain tile blending ● Dynamic “Terrain Paint” system (several brushes which can be used to paint on the terrain tiles dynamically) ● Per-pixel outdoor dynamic lighting system (unlimited directional, spot lights) ● Per-pixel indoor dynamic lighting system (unlimited directional, spot, point lights) ● Skeletal animation system (gpu/cpu skinning) ● Object animation system (support of server tracks + blending) ● Optimized massive trees rendering system (own system that provides fast and convenient generation of different types of trees and fast GPU optimized rendering with dynamic LOD system) ● Shader based material system (support of HLSL/asm 1.4-2.0 shader models) ● Parallax/bump mapped materials ● Optimized module-based scene graph systems for indoor/outdoor rendering ● Post effects (blur, bloom) ● Water tiles (reflection/refraction) ● Volumetric sky ● Sun lighting system ● Fast GPU optimized grass rendering system ● Fast GPU optimized particle system ● Sun-based shadows (PSM shadow maps) ● Indoors, local shadow maps (regular cubemap based shadow maps) Support for an old engine, adding a new functionality as follows: ● GPU optimized particle system ● GPU optimized grass rendering system ● Per-pixel lighting ● Mesh based texture painting system (used for adding a fake lighting to the static objects) ● Volumetric sky

    • United States
    • IT Services and IT Consulting
    • Rendering engine programmer
      • Jun 2004 - Sep 2005

      Ragnesis MMORPG Development of the following 3D engine parts for Ragnesis MMO RPG game project: ● Massive terrain visualization(CLOD technology) ● Water tiles visualization (reflection/refraction) ● Integration of Speed Tree RT technology into the engine ● Scene graph ● Development of 3D height map system based on visual meshes. Ragnesis MMORPG Development of the following 3D engine parts for Ragnesis MMO RPG game project: ● Massive terrain visualization(CLOD technology) ● Water tiles visualization (reflection/refraction) ● Integration of Speed Tree RT technology into the engine ● Scene graph ● Development of 3D height map system based on visual meshes.

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