-/ LUCA LOLLI

SENIOR SOFTWARE ENGINEER & CREATIVE TECHNOLOGIST
I design and build real-time systems that transform complex data into clear, and emotionally engaging visual experiences. My work bridges art, technology, and information, delivering solutions that are both technically rigorous and visually impactful.
dashandslash.com

-/ WORK EXPERIENCE

MAY 2022 - JULY 2025
REMOTE

VOXELMAPS

SENIOR SOFTWARE ENGINEER
Built a rendering engine for visualizing large scale LiDAR datasets in realtime. Contributed to the frontend and WebAssembly development to stream massive point clouds and globe scale 3D Tiles directly in the browser.
C++20 WebGPU WebAssembly LiDAR Processing TypeScript OGC 3DTiles Point Cloud Rendering
Voxelmaps
VOXELMAPS -/ 4D VOLUMETRIC EARTH MAPPING
DEC 2018 - AUG 2022
BERLIN

HOLOPLOT

TECH LEAD / SENIOR SOFTWARE ENGINEER
Led the 7-person engineering team building the 3D simulation software used to design and configure Holoplot's Matrix Array sound systems. This Holoplot soundsystem was used for The Sphere in Las Vegas, the world's largest spherical venue.

Defined the software architecture from the ground up, implementing an Entity Component System (ECS) with EnTT for data-oriented performance. Established Git workflows, CI/CD pipelines, and development practices that transformed a prototype into production grade infrastructure.
C++17 Qt/QML EnTT (ECS) BGFX (OpenGL) Spatial Audio Tech Leadership Team Building
The Sphere
THE SPHERE LAS VEGAS -/ IMMERSIVE AUDIO SYSTEM PLANNING
SEPT 2016 - NOV 2018
BERLIN

ABLETON

SOFTWARE ENGINEER (LIVE 10)
Worked on Ableton Live 10's UI and font rendering systems. Large, mature codebase shipping to millions of users on Windows and macOS.

Performance work: SIMD vectorization, cache friendly data structures for CPU software rendering. Also shipped the "True Stereo Panning" DSP feature.
C++11 SIMD Optimization UI Rendering DSP Font Systems Jenkins CI/CD
Ableton
ABLETON LIVE 10 -/ UI RENDERING
OCT 2013 - OCT 2014
BERLIN

ART+COM

COMPUTATIONAL DESIGNER
Lead developer for the Micropia Museum installation in Amsterdam. Created a synchronized rendering system across a tower of 54 networked monitors running on multiple computers, displaying the microscopic world at various scales.

Achieved frame perfect synchronization to create a unified 54 screen canvas, solving complex timing and network coordination challenges in Unity Engine.
Unity Engine C# Network Synchronization Multi Display Systems Realtime Graphics
Micropia
MICROPIA MUSEUM -/ 54-SCREEN SYNCHRONIZED INSTALLATION

-/ ADDITIONAL EXPERIENCE & R&D

APR 2016 - SEPT 2016
BERLIN

STUDIO NAND

CREATIVE DEVELOPER
Developed the Desktop DevKit for Google's Project Soli,a micro Doppler radar sensor capable of detecting sub-millimeter hand gestures. Built the tooling that enabled interaction designers to prototype gesture based interfaces, technology now integrated into Pixel phones.
C++ Qt5 OpenFrameworks Hardware Integration Gesture Recognition
Project Soli
GOOGLE PROJECT SOLI -/ GESTURE RECOGNITION DEV-KIT
OCT 2015 - JAN 2016
BERLIN

ONFORMATIVE

CREATIVE DEVELOPER (R&D)
Technical R&D for the "Meandering River" installation. Implemented physics based fluid dynamics and procedural erosion simulations running in realtime on the GPU using compute shaders.
C++ Cinder GLSL Fluid Simulation GPU Compute
Meandering River
MEANDERING RIVER -/ REAL-TIME FLUID SIMULATION
-/ EARLY CAREER (2006–2015)
2015
ENGAGE PRODUCTION: UI/UX for Multitouch Systems (C++, Cinder)
2012
OAKWOOD, Stockholm: Interactive Projection Mapping (OpenFrameworks)
2011-2012
SEEPER, London: Custom Media Server Development (C/C++, Openframeworks, OpenGL, Kinect, DMX)
2011
CINIMOD STUDIO: GPU Particle Systems (OpenCL, OpenGL)
2010
GRUPPO FINMATICA: Hospital CMS & BI Systems (Oracle, Java)
2008-2010
AXOT - YOOX: Business Intelligence Developer (SSRS, SSIS, MDX)
2007-2008
FINSOFT-ALSTOM (EU Railways): Wireshark Network Protocol Plugin (C, Wireshark)

-/ TECHNICAL CAPABILITIES

CORE ENGINEERING

  • C/C++ (11-20): Expert-level systems programming, memory management, performance optimization
  • Graphics APIs: OpenGL, WebGL, WebGPU
  • Shaders: HLSL, GLSL, compute shaders
  • WebAssembly: C++ to WASM compilation, browser integration
  • Architecture: ECS (EnTT), data-oriented design, multithreading

SPECIALIZED DOMAINS

  • Geospatial: Point cloud rendering, OGC 3DTiles, LiDAR processing
  • Real-time Graphics: Physics simulation, fluid dynamics, procedural generation
  • Performance: SIMD optimization, cache optimization, profiling
  • Hardware: LiDAR sensors, Kinect, radar, DMX/ArtNet
  • Network: gRPC/Protobuf, frame synchronization, distributed rendering

FRAMEWORKS & TOOLS

  • Creative: Unity3D, Cinder, OpenFrameworks
  • UI: Qt/QML, immediate mode GUIs
  • Languages: TypeScript, C#, Python, Bash
  • Tooling: Git, Jenkins, CMake, cross-platform builds

LEADERSHIP & PROCESS

  • Team Leadership: Led engineering team
  • System Design: Architecture, coding standards, technical strategy
  • Process: Git workflows, CI/CD, Agile/Scrum
  • Mentorship: Onboarding, guidance, engineering culture

-/ BACKGROUND

EDUCATION & TRAINING

  • University of Bologna
    Bachelor in Computer Engineering (2006)
  • Resonate Belgrade (2014)
    Workshop: GPU-based Simulation Techniques
    Teaching parallel computation with shaders for particle systems and physics

LANGUAGES & LOCATION

  • Based in Berlin, Germany
    Available for remote work and European travel
  • Multilingual: English, Italian