cv

Contact Information

Name Nemanja Bartolovic
Professional Title Computer Graphics Software Engineer
Email nemanjabartolovic@gmail.com
Location Zurich,
Website https://fallenshard.github.io

Experience

  • 2021 - Present

    Zurich, Switzerland

    Senior Staff Software Engineer
    Meta Platforms, Reality Labs
    real-time rendering, neural rendering, performance optimizations, cloth simulation
    • Tech lead for real-time neural graphics and novel representations, coordinating work across multiple teams and organizations to ship research ideas into production.
    • Spearheaded a company-wide, unified photorealistic real-time renderer for VR environments and digital avatars via modern neural rendering. Designed and co-developed components across the full vertical stack (artist tools, game engine integration, evaluation pipelines, core rendering systems), and mentored 10+ engineers and researchers in real-time rendering.
    • Shipped Meta Horizon Hyperscape, a VR app showcasing photorealistic environments via Gaussian splatting.
    • Reduced ML training costs by several million dollars annually by optimizing CUDA kernels and training pipelines for large-scale 3D reconstruction of digital avatars.
    • Scaled high-fidelity cloth simulation and rendering for digital humans, leading components on CPU (SIMD) and GPU (CUDA) as well as real-time neural ML deformers (Vulkan, PyTorch) running on VR devices.
    • Built several cross-platform computer graphics libraries and tools used by dozens of internal teams (acceleration structures, Vulkan abstraction layer, GPU profiling, Gaussian splatting runtime).
  • 2020 - 2021

    Zurich, Switzerland

    Software Engineer
    Daedalean AG
    real-time rendering, machine learning, flight simulations
    • Developed reliable autonomous piloting systems for aircraft using vision-based methods.
    • Built a cloud-based rendering and simulation service generating large-scale multi-view aerial synthetic data for multiple internal teams.
    • Improved the detect-and-avoid system by scaling training infrastructure, implementing sophisticated data augmentation (TensorFlow), and safety-critical testing.
  • 2019 - 2020

    Zurich, Switzerland

    Research Assistant
    ETH Zürich
    scientific visualization, flow analysis, dimensionality reduction, machine learning
    • Developed novel techniques for dimensionality reduction, topology, feature extraction and visualization of high-dimensional flows and dynamical systems, using nonlinear optimization, machine learning and variational calculus.
  • 2017 - 2019

    Zurich, Switzerland

    Rendering Engineer
    Kapanu AG
    real-time rendering, software architecture, geometry processing, inverse rendering
    • Shipped IvoSmile, a mobile AR try-on tool for dentists that aids in communicating dental prosthetic treatments.
    • Developed an efficient mobile-first software architecture (iOS, Android), a cross-platform real-time rendering system (OpenGL), optimized performance and built several geometry processing algorithms for dentures. Conducted R&D on rendering, machine learning and physical lab design for capturing dental materials.

Education

Publications

Talks

Skills

Languages & APIs: C++, Vulkan, OpenGL, Python, C, MATLAB, CUDA, SIMD
Tools: VS Code, Visual Studio, RenderDoc, Nsight, Git, Mercurial, CMake, Bazel, Buck
General: Software architecture, modern C++, optimization
Visual Computing: Real-time rendering, ray tracing, geometry processing, neural rendering, physically-based simulation

Languages

English : Fluent
Serbian : Native
German : Basic

Projects

  • Crisp

    Personal renderer — rasterization and ray tracing with a Vulkan backend.

    • A personal renderer for experimenting with new ideas and algorithms in the domain of real-time rendering (rasterization and ray tracing) with a Vulkan backend. Built and maintained in my free time.