Jul.17

Dedalus HealthCare DACH, Scharnstein

Led the technical transformation of Dedalus’ medical 3D visualization module, migrating from a C++/DirectX 9 codebase to a modern Rust+WebAssembly+WebGL/OpenGL and TypeScript framework. Conducted comprehensive technology evaluations to select the optimal stack for web deployment. Repackaged the module as a framework-agnostic Web Component, now shipping in production in two host products (Angular- and React-based). Engineered a robust side-by-side comparison system, facilitating precise performance and visual validation during the transition. Established a component-level E2E testing layer with Storybook and Playwright, replacing cumbersome end-to-end tests in host applications and ensuring software reliability. This modernization initiative enhanced performance, expanded platform reach, and positioned Dedalus at the forefront of medical visualization technology.

Professional Experience

Sep.04

Pair- and Mob-Programming Tour

Practiced TDD, Pair- and Mob-Programming with 9 teams across 4 countries (USA, France, Austria, Romania) and various programming languages and environments – fully remote due to COVID-19.

Check out the tour schedule and description in my blog article: https://dev.to/Harald3DCV/pair-programming-tour...

Professional Experience

Oct.03

three10, Vienna

The three10 software allows delivering presentations including 2D and 3D media content synchronized across multiple devices. For example, a mobile device can be used for remote-controlling the presentation while a high-end graphics device is visualizing the presentation on a high-resolution video wall.

As one of two principal engineers in a team of 6 developers, I am the main responsible engineer for the secure communication and file transfer between the Unity 3D application and the on-premise backend server. The architecture of the TypeScript/React/Node.js backend software is also one of my responsibilities.

 

Most notable achievements:

  • Implemented a JavaScript library for streaming server-side Unity 3D graphics in real-time from a cloud server to an HTML5 browser using a low-latency video codec.
  • Implemented HTML5 Server-Sent-Events for pushing data updates from the backend server to the Unity 3D client software (C# client implementation, as well as Node.js server implementation).
  • Implemented a Docker deployment pipeline for our on-premise backend software, in order to minimize the impact of running the software on various operating systems and versions.
  • Implemented screen capturing and streaming over the network.
  • Became the go-to guy for Git, Docker, Gitlab, Gitlab CI and Unity Cloud Build.
  • Principal technical contact during the Audi software security certification process.

See the three10 multi-client presentation and collaboration software in action:

Professional Experience

May.25

ViewAR, Vienna

The ViewAR application framework combines a native C++ core, with an HTML5 User Interface allowing low-effort User Interface customization and supports multiple platforms (iOS, Android, Windows).

As the principal engineer in the C++ team, I was responsible for extending and improving the ViewAR core module and integrating the latest third-party Augmented and Virtual Reality SDKs.

 

Most notable achievements:

  • An algorithm for computing the volume of scanned objects has been implemented. Therefore, a watertight (hole-free) 3D triangle mesh has to be computed from the original 3D model captured with depth-sensing cameras.
  • Cross-compiling the ViewAR C++ core using Emscripten/WebAssembly to JavaScript and WebGL
  • Integrated video decoding in order to support video textures in 3D
Professional Experience

Jan.06

Jan.06

Austrian Institute of Technology (AIT), Vienna

An asynchronous Data Interface for Event-based Stereo Vision Systems

 

The aim of my master thesis was to improve 3D reconstruction accuracy of a stereo camera system using special image sensors which only transmits data for the pixels sensing light intensity changes (for example movements).

 

Most notable achievement:

  • Improved image quality/sharpness by adjusting the retention time of pixel events depending on the event density, which is an indicator for the movement velocity
Professional Experience

Dec.30

Agfa Healthcare, Vienna

In a team of 22 people, I was responsible for implementing and maintaining 3D visualization features and the loading of volume image data.

 

Most notable achievements:

  • Implemented progressive loading of volume image data (patent claimed)
  • Visualization of the normal plane in the unfolded blood vessel view
  • Improved visualization of the intersection of 2D annotations with the current view plane (semi-transparent rendering of the part overlapping with the adjacent slice)
Professional Experience

Dec.30

Agfa Healthcare, Vienna

I have been the main engineer responsible for extending and maintaining Agfa's volume rendering engine, in a team of 8 engineers located in Austria, Belgium, and Canada. The engine supports GPU and CPU rendering, the CPU version heavily uses SIMD instructions for boosting the CPU rendering performance.

 

Most notable achievements:

  • Implemented bi-cubic filtering for improving the resampling quality of low-resolution images using WebGL
  • Implemented a CMake build system, in order to replace the separate build scripts for several platforms
Professional Experience