Timo Kösters

I'm a real-time rendering engineer specializing in low-level GPU programming and graphics. I completed my Master's in Computer Science at TU Dortmund, where my thesis focused on combining meshes with Gaussian splatting for 3D head reconstruction.

My projects range from research prototypes and games to popular performance-focused systems like Conduit. I'm based in Germany and open to relocation or remote work.

Vulkan, WebGPU, Godot, Unity, PBR, Machine Learning, Rust, C++, C

Left: Just the mesh.
Center: Just the splats.
Right: Mesh+splats.

Master's Thesis

I've researched how Gaussian splats can be used to improve mesh scans.

  • Built custom renderer with Rust and WebGPU.
  • The original mesh is improved by adding splats that fix errors.
  • Can render in real-time or export a list of poses as images.

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