Thomas Franken

Thomas Franken

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VP of Engineering
Village-Neuf, Grand Est, France

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Jobs verified_user 0% verified
  • SOFTGAMES Mobile Entertainment Services
    VP of Engineering
    SOFTGAMES Mobile Entertainment Services
    Feb 2021 - Current (5 years 8 months)
    At SOFTGAMES we develop casual, truly social games that can be played instantly across all platforms.
    We partner closely with Facebook, Samsung and expand our success to the mobile app stores. Our team is crafting the next generation of instant games, played by millions of people all across the world every day!

    Come and join us - WE'RE HIRING! 🚀
  • Pangaia Games
    Founder | Creator
    Pangaia Games
    Jul 2020 - Current (6 years 3 months)
    Pangaia Games is a Berlin studio creating digital and analog games about nature 🌳

    Currently we're working on Forests of Pangaia - a strategy board game for 2-4 players. Each player slips into the role of a forest and sets out to grow on the vast and barren lands of the continent Pangaia.

    All our board games are made exclusively from sustainable materials.

    https://linktr.ee/pangaiagames
  • Experimental Game GmbH
    CTO
    Experimental Game GmbH
    Jan 2015 - Jul 2020 (5 years 7 months)
    We are building a web-based technology to create playable media as a serial format for weekly or daily cross-platform releases.
    It's essential to us to move the author in the center of the production cycle and provide a powerful toolchain to iteratively work on episodes in fast production cycles.
    Our goal is to empower small teams to develop original series or transfer existing ideas, characters and universes quickly and cost-effectively to the digital world.

    Visit http://gamebook.io for more details on our technology stack.
  • Cmune
    Co-Founder | Lead Client Engineer
    Cmune
    Jun 2011 - Dec 2014 (3 years 7 months)
    As the Lead Software Engineer I continued working closely with the Producer and Art Director on UberStrike, while focusing on the the extension of our underlying 3D social gaming API and SDK - the Cmune Platform.

    My main responsibilities currently are to lead and supervise the client development team, toolchain development, infrastructure planning and technical evaluations of the production pipeline and key development procedures.
  • Cmune
    Senior Game Developer
    Cmune
    Mar 2008 - Aug 2011 (3 years 6 months)
    I joined the freshly founded startup Cmune as the first employee in 2008 and started working on a web based communication platform in a 3D environment, targeting Oldenburg's definition of the 'Third Place'. We designed a scalable n-tier architecture and formed a loosely couple system of web services, realtime servers and a 3D client.

    During the first year I have been developing various prototypes of virtual interactive environments using the Unity3D engine.
    I extended the prototype of a 3D space designer to a web based first person shooter, using P2P for network synchronization of world state and player movement. We published this 'technical demo' under the name Paradise Paintball as an Apple widget, on Facebook and on our
  • x
    Software Engineer
    xTree
    Jan 2007 - Jan 2008 (1 year 1 month)
    Continued to developed the X-Tree software, port to Mac, research of growth algorithms.
  • University of Konstanz
    Student Researcher at CG Lab
    University of Konstanz
    Apr 2006 - Aug 2007 (1 year 5 months)
    Within the environment of our University I developed an innovative 3D modeling software for the creation of plants and tree models. Using a sketchy interface the user is able to define the outline, posture and character of the tree in a few strokes. Based only on a set of input sketches the algorithm makes use of image processing, fluid dynamics, graph analysis and vascular tessellation to generate a highly complex "organically" grown tree model in realtime. Common botanical growth rules and tropisms are applied to influence the general appearance of branches and leaf distribution.

    The method was published under the name X-Tree and presented at the Siggraph Conference in 2007.
  • Visual Computing Laboratory  ISTI  CNR  Italy
    Researcher & Programmer
    Visual Computing Laboratory ISTI CNR Italy
    Oct 2004 - Mar 2005 (6 months)
    Together with Fabio Ganovelli I designed and developed a software for image to 3D model alignment.
    More specifically the tool assist users to align image data to 3D range scans, based on an improved corresponding point method. Graph analysis is used to fasten up the aligning process and optimize the workflow for the user.
    The method was presented and published at the Pacific Graphics Conference in 2006.
Education verified_user 0% verified
  • University of Konstanz
    M.Sc, Computer Science
    University of Konstanz
    Jan 2000 - Jan 2007 (7 years 1 month)
  • Schule Schloss Salem
    Abitur
    Schule Schloss Salem
Projects (professional or personal) verified_user 0% verified
  • U
    UberStrike
    Worlds first browser-based 3D MMO FPS.
  • G
    Gamebook Technology
    A web-based technology to create playable media as a serial format for weekly or daily cross-platform releases
Publications verified_user 0% verified
  • J
    Minimizing user intervention in registering 2D images to 3D models
    Jan
    This paper proposes a novel technique to speed up the registration of 2D images to 3D models. This problem often arises in the process of digitalization of real objects, because pictures are often taken independently from the 3D geometry. Although there are a number of methods for solving the problem of registration automatically, they all need some further assumptions, so in the most general case the process still requires the user to provide some information about how the image corresponds to geometry, for example providing point-to-point correspondences. We propose a method based on a graph representation where the nodes represent the 2D photos and the 3D object, and arcs encode correspondences, which are either image–to–geometry or imag
  • J
    Approximate image-based tree-modeling using particle flows
    Jul
    We present a method for producing 3D tree models from input photographs with only limited user intervention. An approximate voxel-based tree volume is estimated using image information. The density values of the voxels are used to produce initial positions for a set of particles. Performing a 3D flow simulation, the particles are traced downwards to the tree basis and are combined to form twigs and branches. If possible, the trunk and the first-order branches are determined in the input photographs and are used as attractors for particle simulation. The geometry of the tree skeleton is produced using botanical rules for branch thicknesses and branching angles. Finally, leaves are added. Different initial seeds for particle simulation lead t
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