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Seeing is believing

After graduating with distinction from the Bartlett school of Architecture in 1994 Felix began a career in computer graphics at an architectural firm developing a range of methods and techniques in a fledgling industry. Highlights include realtime output from Lightscape and a modified version of the Quake engine (source), together with raytraced images and animation.

A passion for computer graphics that embraces the artistic and technical aspects equally has resulted in an industry-agnostic career, with work completed in film, AAA video games, television, advertising and architectural visualisation spanning over 30 years.

Immersive technology has been his main focus since the release of Oculus DK1 in 2016. In the same year he delivered one of the first commercial VR projects in the UK for an architect – a Hotel proposal in Shanghai complete with VR walkthroughs of all the main areas. This simulation included a gaze activated teleportation system, a forward path renderer, baked Gi lighting, realtime reflections and a static crowd for scale all running on an Nvidia 880M chipset (video examples below). Many of the techniques discovered for VR best practice on that project were confirmed by Epic games and Oculus who built the showdown demo over a year later.

In the last few years Felix has developed a number of unique immersive technology concepts :

An extensive career spanning multiple industries tied together by computer graphics has reinforced his core philosophy that technology is a tool for adding value to the world through shared human experiences.

Early VR walkthrough, PIN Hotel Shanghai, 2013 – LOBBY

Early VR walkthrough, PIN Hotel Shanghai, 2013 – BANQUET ROOM

Early VR walkthrough, PIN Hotel Shanghai, 2013 – GUEST ROOM

Early CGI, 1999

Early CGI, 1998

Early CGI, 1998

Crysis 2, 2009

J Edgar, 2011

UK Olympics, 2012