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Hello! I am Felix Neumeyer

  • M.Sc Computer Science: Games Engineering Graduate

Who am I?

Personal Details


I’m a Software Engineer with an Informatics: Games Engineering Master's degree from the Technical University of Munich (TUM) with a passion for XR and a background in web development.

  • Name: Felix Neumeyer
  • Email: felix@neumeyer.it
  • Location: Munich, Germany
  • Nationality: German

My

Portfolio


2022 - Medical Augmented Reality: Pedicle Screw Insertion Surgery Guidance

About

Navigation during spine surgeries can be time-consuming. AR-based methods are promising to improve precision while potentially also saving time. In this project I implemented intuitive AR visualizations for supporting surgeons in finding the correct insertion location and drilling direction for pedicle screw insertion in surgeries such as spinal fusion. Using a tracked drill (marker tracking) and the Magic Leap One augmented reality headset, surgeons could see guidance overlayed over the drill, directly on the patient. In my project report, you can read about my contributions in detail.

2021 - 3D Scanning & Motion Capture: Voxel Carving

About

In this project for the course 3D Scanning and Motion Capture at TUM we implemented a volume carving algorithm that can be used to scan real-world objects in a controlled environment using a calibrated camera, OpenCV and C++. I implemented the main voxel carving algorithm and created a virtual scanning environment in Unity to verify our results while not needing to set up a physical scanning environment. The project was done in a team of four. See the link for our project's final presentation video.

2020 - Computer Games Laboratory - "Code Bread"

About

Code Bread is a cooperative top-down management game set on a spaceship in which two players try to bake and deliver as many pizzas as possible while dealing with various environmental factors. The game was created by a team of four MSc. Games Engineering students for the course "Computer Games Laboratory 2020". I implemented the air visualization, fire-spreading system, in-game shop and mini-map.

2020 - React Pathfinding Visualizer

About

My first React toy project that I used to get started with React. I implemented the A* (A-Star) pathfinding algorithm for a 2D grid heightmap. The heightmap is generated using the Diamond-Square algorithm. The visualization itself is made with D3.js, as it was too slow to have each cell of the grid be represented as a React component. Have a look at the A* algorithm work itself through the heightmap by opening the project page and pressing "Start".

2019 - Bachelor's Thesis: Three-dimensional Tracking of Fast-Moving Objects for Use in Augmented Reality

About

A detection and tracking method for fast-moving objects is implemented using the example of ping pong. These objects are often barely visible due to their speed and appear as semi-transparent streaks on camera frames. Two calibrated, registered and synchronized RGB cameras are used simultaneously to track a ball in 2D in both camera’s images. Its position in 3D is derived from two 2D-positions. Its impact point on a flat surface (i.e. ping pong table) is determined. While standard tracking methods fail to track fast objects with low frame-rate cameras, it is shown that they can be tracked using specialized methods.

2018 - Spell Defense (University Project: Active Sport Games)

About

This was a student group project for the module “Active SportGames” at my university (TUM). I created it together with two more students (Min-Shan Luong and Mohamed Ben Jazia). The requirement for the project was to use the Microsoft Xbox Kinect 2 as the main input device in order to create a game that makes the player move. We used Unity3D and the Kinect SDK and created a custom gesture recognition based on the Kinects skeletal tracking. The assets were bought from the Unity Asset Store.

The Game

You are a wizard with the ability to cast spells using gestures. The spells are used to defeat the monsters attacking you. Each enemy requires you to cast a series of spells in order to be defeated. The spell you need to cast is indicated with arrows above each enemy. An arrow pointing to the right means you need to move your arm from the left to the right. Same procedure for the other arrows. Watch the trailer above to see what I’m talking about!

2017 - Space Drift (Game Jam 1st place)

About

This game was created in 42 hours and won the first place at the SemesterGameJam 2017 in Munich. The theme for this game jam was “attraction”. I created it together with 4 friends of mine. The initial idea for the game came from me and barely changed during the process of implementation. I was mainly responsible for the physics and special objects within the levels, some other programming parts and the level-design of one level.

Gameplay

In this game you are the pilot of a spaceship. You start at a fixed position and have to reach a specific location, your goal, the green circle. You can only define in which direction and how fast you want to launch your spaceship using a game controller with joysticks and triggers. How your spaceship travels through space is then left to the gravitational forces of the planets and other objects in the level, such as the “spinning black hole” that accelerates you into the spinning direction (which really isn’t a black hole, but the graphics started out as one), or “wormholes”, which teleport you from one place to another.