Soumyajit Deb

CTO

Bengaluru, Karnataka, India20 yrs 8 mos experience
Most Likely To SwitchHighly Stable

Key Highlights

  • 18+ years in R&D for Computer Graphics and VR.
  • Led major projects in graphics optimization and engine development.
  • Expert in managing large teams and recruiting top talent.
Stackforce AI infers this person is a leader in Computer Graphics and VR technology development.

Contact

Skills

Core Skills

Project ManagementManagementComputer GraphicsComputer Animation

Other Skills

OpenGLVulkan3D GraphicsKhronos Collada Format3D VisualizationCC++ProgrammingPythonSoftware Development3DAlgorithmsAnimationUnreal Engine 4

About

18+ years experience in Research and Development in the field of Computer Graphics, Graphics Streaming & Network Graphics, Computer Animation, Virtual Reality and Augmented Reality. In depth experience in building research prototypes, graphics optimization techniques, graphics engine development, complex animation systems graphics pipelines and discrete mathematics. Experienced in managing a large team of individuals for building cutting edge software and research prototypes. Expert in recruiting new talent, building a core team and charting future road maps. Tools & Techniques: Deep knowledge of programming using the OpenGL API, Android Graphics Stack, Animation, Lighting & Shading. Experienced in Open Source tools and development, currently working in low level graphics APIs such as Vulkan.

Experience

20 yrs 8 mos
Total Experience
4 yrs 1 mo
Average Tenure
4 yrs 4 mos
Current Experience

Intel corporation

R&D Manager, Chrome OS

Feb 2022Present · 4 yrs 4 mos · Bengaluru, Karnataka, India

Project ManagementManagement

Qualcomm

Senior Staff Engineer

Aug 2016Feb 2022 · 5 yrs 6 mos · Bengaluru Area, India

  • Part of the XR Research, leading graphics research projects on new ideas for Qualcomm's Boundless XR initiative.
Project ManagementManagement

Samsung electronics

Chief Engineer

Nov 2013Jul 2016 · 2 yrs 8 mos

  • I am leading the Virtual and Augmented Reality effort within Samsung Bangalore. I am also involved in building tools and pipelines for migration of existing OpenGL software to the Vulkan API and Samsung's Vulkan CTS effort.
  • I was involved in the creation and feature development of the open source VR library - the Galaxy VR Framework Library (www.gearvrf.org). I worked with my team to add core Scene Graph features such as hierarchical model loading using Collada, Frustum Culling, Occlusion Culling, Remote Rendering and other features. This activity was done in collaboration with Samsung Research America (San Jose)
  • Earlier, I worked on building the Effects Engine Framework - an engine and associated pipeline to allow easy loading of large 3d models and animated characters on mobile devices using the Khronos Collada Format. This work was published in Siggraph 2014 as a poster. I also worked on building a prototype AR/VR Switching system and framework used for a multiplayer AR Chess game. This was published in Siggraph 2015 as a poster.
Project ManagementManagement

Dreamworks animation

Technical Director

Apr 2009Nov 2013 · 4 yrs 7 mos

  • Worked as a Technical Director for Animation and Lighting. Credited in the Oscar Nominated feature film - Puss in Boots, the huge hit Madagascar 3 and its sequel The Penguins of Madagascar. My primary job involved developing and maintaining the extremely complex DreamWorks Animation pipeline and working day to day with artists in solving their problems and fixing bugs. I was completely responsible for the deployment and implementation of the current generation Animation Pipeline at the Bangalore studio. I spent over three months at DreamWorks Animation Redwood City working with the TDs there to build, understand and ease this transition to the newer animation pipeline in India. The new generation pipeline was used for Animation in The Penguins of Madagascar.
  • I also did the following major project in spare time:
  • Interactive Fur Preview for Emo: Emo is the DreamWorks’ interactive animation package and it did not support real-time fur rendering. Sometimes animators required to visualize the fur silhouettes to know if the fur is crashing with the body. The normal way to do this is to launch a render on the render farm and check the resultant output - a process that normally takes at least 10-15 minutes.
  • I developed a plugin for emo that allowed animators to visualize fur in real time using OpenGL. The fur was geometry and color accurate. We sampled a pre rendered shaded point cloud of the geometry for color information of the fur and used preview textures for texture mapping the surface. This system allowed for instant turnaround times of artists instead of having to wait for rendered frames. Even though the original system didn't support GPU based rendering, our system supported GPU based vertex and index buffered (VBO/IBO) geometry and a modern GLSL shader system for full flexibility.

Microsoft india

Assistant Researcher

Sep 2005Apr 2009 · 3 yrs 7 mos

  • Basic research on Large model rendering, Geometry Streaming & Virtual Navigation. Represented MSR India at MSR Techfest in Redmond in 2006, 2007, 2008. Spent large amounts of time at MSR Redmond collaborating with researchers.
  • Geometry Streaming Systems: Designing a working geometry streaming system requires a combination of subsystems such as visibility culling, path prediction, caching and others. This work tries to quantify the effects of each in the performance of the streaming system based on the viewer experience and network utilization. We also explore the effects introducing dynamic objects into the scene.
  • Real-time Occlusion Culling for Dynamic Environments: Occlusion Culling for large dynamic virtual worlds is a hard problem. Traditional techniques for occlusion culling utilize either a pre-computed data structure such as a BSP tree and then select portions of the BSP at runtime. While this method works exceedingly well for static entities, it fails for dynamic worlds where the need for recalculating the BSP upon object motion can’t be achieved in real-time. We propose a system which utilizes a combination of a loose reconfigurable hierarchy, occlusion queries and rearrangement of the hierarchy at runtime to improve performance levels of occlusion culling systems in dynamic scenes.
  • Assisted Navigation in Virtual Environments: Navigation in large virtual environments is a well studied problem. A significant majority of techniques used for navigation use some form of developer generated waypoint systems with traditional beam or A* algorithms. In this project, we use a-priori knowledge of previous user track-logs to improve the performance of existing navigation algorithms. We apply the algorithm in two distinct domains – Virtual Earth 3D(GIS) to find interesting areas on a 3D map and in a computer game for AI Bot navigation. The significant advantage of this method is the fact that it can be combined with traditional approaches for better performance.

Education

International Institute of Information Technology Hyderabad (IIITH)

Master of Science (M.S.) — Computer Graphics

Jan 2002Jan 2003

IIIT Hyderabad

Bachelor of Technology (B.Tech.) — Computer Science

Jan 1998Jan 2002

Stackforce found 100+ more professionals with Project Management & Management

Explore similar profiles based on matching skills and experience