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Research engineer

Gustav Eriksson

Kungsgatan 54, Room G506, Norrköping

Background

I’m a research engineer with a M.S. in Design and Product development since 2020. I have a short background in the construction industry but quickly pivoted to visualization and programming.

Skills

I mainly work with 3D visualization, both with interactive applications and offline rendering, and my main tool of choice is Unreal Engine. I also use Python a lot for scripted work, and Blender to complement the 3D modelling aspects of my work. I know multiple CAD tools such as Autodesk Fusion 350, Solidworks and Creo, and work with GIS data in QGIS. I have developed applications for different uses and interaction types, including desktop, VR and touch tables.

Projects and current work

My current work revolves around supporting Visual Lift projects, Infravis projects and the AirWiz tool for drone traffic visualization. In these projects most work I do is software development, but sometimes it also entails rendering task that produce video material.

I also work a lot with developing our physical installation Simstad at Visualiseringscenter C, which combines a 3D print of Norrköping with GIS data projected onto it, creating a public exhibition for the public to explore the data. This has also lead to me working more extensively with GIS and city visualization in recent year over multiple projects.

My background in design engineering lends itself nicely to projects in the Visual Lift sphere, which often focuses on building visualizations around a company’s CAD models. I have experience with multiple CAD tools and formats which is useful, even though most work ends up being done in more visualization-focuses tools, such as Unreal Engine and Blender. A good example of this is the dome production we did for Getinge, where we produced three dome movies about their new products for a product launch, of course with a focus on the medical science aspects of the products.

Unreal Engine

Unreal Engine is my tool of choice, which I have actively been using since 2016 when I was introduced to the tool at university. One of the things I enjoy with it is the vast toolbox that it provides, enabling everything from interactive data visualization to fast rendering at high resolutions, perfect for projects such as dome movie rendering. As with most tools I use, I really like to explore the limits of Unreal Engine and find uses for it that is not necessary what it was built to use.

One example of this is the Dome Rendering pipeline that I developed for the Wisdome project. This took a lot of exploration of the engines render settings to make it work for our use case, and I ended up creating some custom tools along with the pipeline.

I like to think about how I can make my projects reusable and try when possible to break out parts of projects into modules and plugins which we collect on our GitLab for Unreal Engine related content.


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