-/ LUCA LOLLI

HIGH-PERFORMANCE SYSTEMS ENGINEER
REAL-TIME GRAPHICS, SIMULATION & INTERACTIVE SYSTEMS
Performance-focused engineer with nearly two decades building software at the intersection of real-time graphics, data, and interaction. I work close to the hardware, CPU and GPU, using whatever technology best serves the goal: from the audio system planning tool behind The Sphere in Las Vegas, to Ableton Live 10, to streaming globe-scale point clouds in the browser. I specialize in making complex systems fast, visual, and interactive.
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 engineering team building HOLOPLOT Plan, the 3D design and configuration software for Holoplot's Matrix Array speaker systems. Audio professionals use Plan to configure beam steering, visualize acoustic coverage, and design installations. The technology powers The Sphere in Las Vegas.

Architected the software from the ground up using data-oriented design, taking it from early prototype to production-grade product.
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.

Optimized CPU rendering performance through low-level memory and vectorization work. Shipped the "True Stereo Panning" audio 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)
Visual research and first prototype for the "Meandering River" audiovisual installation, developing algorithms to simulate natural river meandering and erosion patterns. Exhibited at Ars Electronica, Google I/O, and the UN in Geneva.
C++ Cinder GLSL Procedural Simulation
Meandering River
MEANDERING RIVER -/ ARS ELECTRONICA STARTS PRIZE
-/ 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)

-/ SIDE PROJECTS

2026 - ONGOING

VOXEL RENDERING ENGINE

PERSONAL PROJECT
Building a real-time voxel rendering engine for visualizing data at sub-centimeter resolution, including planetary-scale datasets.
Odin WebGPU Voxel Rendering
Voxel Rendering Engine
VOXEL RENDERING ENGINE -/ DEV LOGS & PROGRESS

-/ TECHNICAL CAPABILITIES

CORE ENGINEERING

  • Systems Programming: C/C++, Odin
  • Graphics APIs: OpenGL, WebGL, WebGPU
  • Shaders: WGSL, GLSL, compute shaders
  • WebAssembly: C++ and Odin to WASM compilation, browser integration
  • Architecture: Data-oriented design, ECS patterns, multithreading
  • Engines & UI: Unity3D, UE5, Qt/QML, Immediate mode GUIs
  • Tooling: Git, Jenkins, CMake

SPECIALIZED DOMAINS

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

LEADERSHIP & PROCESS

  • Team Leadership: Led a team of 4–6 engineers at Holoplot for 3+ years
  • 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)
    Instructor: 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