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 :
- VRCE (VR curated experiences) A method for delivering solo VR experiences as ‘experience vines’; a system of best practices and a methodology for encapsulating and distilling a message or story into a powerful VR experience requiring no user intervention. VRCE were partnered with the work of artists in a series of exhibitions and showcased at the Tate gallery and the EVA conference in 2019 with a co-written paper ‘Augmenting the Power of Artwork Through a
Virtual Reality Partnered Piece’ - SharedSpatial is a multi-user VR platform with extraordinary performance and utility. It supercharges the comprehension and communication of complex 3d/spatial data by enhancing how we already work on a screen.
- Photogrammetry in VR. Developed systems and methods for photogrammetric capture and presentation that exploit the vast amount of low level detail available in photogrammetry content for spatial viewing.
- Macroscans offers a unique approach to scanning that achieves the highest texel densities possible. He has developed a unique micro-capture system that has taken Texel densities in his assets beyond what we see with the naked eye in reality. This has allowed him to present scanned insects in VR that are 100 x original size with no loss of texture detail.
- Numerous developments in both stereoscopic photography and rendering.
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.



