Tomas is a principal engineer and joined NVIDIA in 2022. Before, he worked for nine years as a engineer at Weta Digital on the Manuka rendering team. There he was a major architect of many of the core and frontend subsystems, including the tessellator, material compression, volumetric representation, caching pre-shaded geometry, and the API for the live rendering mode. In this capacity, he worked closely with the pipeline and plugin writers on how to best pass data from the artist space into the renderer, to reduce the time to the first pixel as much as possible.
His main focus at NVIDIA is on real-time rendering and scene processing and works on the software infrastructure our team buils upon. Tomas holds a PhD (2016) from the Saarland University, and a Master’s (2008) and Bachelor’s (2006) degrees from the Czech Technical University.