My work at MAXON

I joined MAXON, maker of the Cinema 4D, in 2007 and quickly became a renderer specialist. My initial responsibilities included maintaining the existing renderer while developing the next generation "Physical Renderer" based on more modern techniques and algorithms. That project was released in 2011 while I also became the principal renderer specialist, and I have been responsible for designing and implementing all the improvements to the renderer code since then. Modern renderers are very large and complex systems, heavily multi-threaded, often dealing with extremely large amount of data, from very large polygonal meshes to millions of hair that need to be quickly processed and accessed in an efficient manner. Optimized and robust code as well as efficient techniques and algorithms are necessary requirements for a successful renderer, especially since the scene complexity and the expectations regarding the image quality are higher than ever before.

Renderers, by their own definition, are very visual projects, and are best demonstrated by the images that they can create. The images below are just a few examples of scenes rendered using my code. For more examples and information please visit MAXON website.

The scenes and images are properties of their respective owners - I did not create them, but I created the software that was used to render them.