Hi, I’m Anton Hörig

I became fascinated with the creative possibilities of code early on. During my bachelor’s degree in Media Computer Science, I learned a lot about 3D rendering, graphics programming, and their use in artistic contexts from theater stages and museums to video games. This is knowledge I continue to build on and apply in personal projects and experiments.

Key skills: Computer Graphics • C++ • OpenGL • Unity • Unreal • Godot • problem solving • teamwork

Featured Projects

Tool: GPU Texture Painter

A plugin for the Godot-Engine, that allows runtime, scene-wide texture painting on the GPU. Achieves an accurate brush/spray effect by painting individual atlas texels. Those coordinates are gathered by rendering the scene in a second pass to an offline framebuffer with the UV coordinates as the color. The actual coloring of the atlas is handled by a custom compute shader. With this technique quality and performance is improved significantly compared to methods utilizing the physics engine.

My Contribution

I extended Godot’s rendering pipeline by using offline framebuffers as data containers and writing compute shaders in GLSL. Creating a tool that uses advanced rendering features while having the usability for artists in mind.

Skills: 3D Rendering • GLSL • Tool Programming • Godot

Multi-Projector Calibration & Projection Mapping

Bachelors thesis with the goal to find a projector calibration method, that can be used for dynamic spatial projection mapping in a wide variety of artistic contexts. Out of existing methods a novel multi-projector calibration method was developed to support projection-mapping onto arbitrary dynamic surfaces. This is achieved in a user-friendly way, utilizing a mixed reality headset. It mitigates restriction on the surface and calibration targets, that are common with other projector calibration methods, while being low-cost and adoptable for artists. It was merged into InACTually.

My Contribution

I added a specific feature (projector calibration) to an existing project with a large code-base. I utilized my knowledge in linear algebra to calibrate multiple projectors intrinsically and extrinsically in a novel way. I designed it to be accessible to a wide variety of artists. For rendering I used the OpenGL graphics API.

Skills: Computer Graphics • C++ • OpenGL • WebXR

Entry to Mini Jame Gam #36

The theme was “Speedrun” and the special object “Bag”. It features a fun mechanic, where the player has to produce enough water to hydrate a marathon runner and chase the highscore by picking and combining fruits, kitchen tools and bottles from the environment.

My Contribution

I created the art of the game utilizing vector graphics. I designed the game mechanic and implemented it in Godot. The mechanic features the interaction / free combination of different entities with each other. The implementation of the mechanic is abstract and easily extendable to different fruits, food processors and status effects.

Skills: rapid prototyping • problem solving • Godot