Moritz Falk · Stuttgart, Germany

Graphics & systems
programmer.

I build renderers, tools, and the systems behind them. My work spans immediate-mode UI, GPU rendering, and custom engines, with a focus on performance and how things work underneath.

Moritz Falk
Currently
Co-founder, Dihedron Software
Working on Blick Video Editor
Languages
C / C++ · Odin · HLSL · MSL
Looking for
Systems and graphics roles
Contract work

Selected projects

Industry & independent work

01 /

Blick Video Editor

Dihedron Software GmbH
Co-founder · UI & rendering

2026 — present

Compute shadersSDF renderingmacOS / Windows

A lightweight video editor, with a renderer built for a dense, interactive UI.

In a small team, I work on the core UI and rendering systems for Blick, a cross-platform nonlinear video editor with an immediate-mode interface.

  • A compute-driven, tiled renderer that evaluates signed distance fields on the GPU.
  • A small rendering language interpreted in the shader, keeping CPU-side rendering logic minimal.
  • Rendering caches that reuse unchanged output, with energy efficiency as a design goal.
Blick video editor showing a media browser, video preview, render settings, and a multitrack editing timeline.
Blick · editing interfaceView full size ↗
02 /

ARC

AnyDesk
Renderer & platform development

2024 — 2026

Immediate-mode UIRendering cachesTeam leadership

An immediate-mode UI library, developed in a team of four.

My main responsibilities were renderer and platform code. I also took on a team-leading role during the final four months of my work on the project.

One example renderer uses a hash grid to identify changed regions. The stencil buffer and early depth/stencil testing then cull pixel shader invocations in unchanged areas. This lets the application describe the UI again while avoiding unnecessary pixel work.

The practical goal is an immediate-mode interface that makes better use of the GPU and the energy it consumes.

Watch the ARC talk on YouTubeOpens in a new tab
Taha Torabpour · Better Software Conference 2025Watch on YouTube ↗

A demo and Q&A by my former ARC teammate Taha Torabpour.

03 /

A game & its engine

Independent project
Graphics & engine development

2020 — present

Voxel ray tracingGlobal illuminationDeveloper tools

A custom 3D engine exploring dynamic lighting and a painterly visual style.

This is where I experiment with rendering techniques and build the tools to understand their behaviour and performance.

  • Several iterations of voxel-based dynamic global illumination, including GPU mesh voxelisation, a cache-friendly acceleration grid, and spatial and temporal denoising.
  • Stochastic alpha using interleaved gradient noise, bringing deferred decals and volumetric billboards into the deferred shading pipeline.
  • A separate tool that generates volumetric billboard data in a custom format, using an MSAA-based voxelisation method.
  • A developer UI built with microui for timing measurements, entity inspection, and debug views.
Watch the engine demo on YouTubeOpens in a new tab
It's voxel o'clock · engine demoWatch on YouTube ↗

More projects & experiments

Open a project for details

2023

SynthForce 2099

A pseudo-3D arcade racer made by a team of four in a ten-day game jam.

We coordinated across disciplines under a tight deadline. The renderer creates an arcade-style sense of depth by scaling and moving sprites, in the spirit of games like OutRun.

For placement and tuning, I implemented a small runtime tweak system. It reads the game's source and uses a hash table and a macro to reload selected variable values while the game is running.

SynthForce 2099 game screenshot from the team's itch.io submission.
SynthForce 2099 · game jam submission
2022–23

Dynamic diffuse global illumination

A D3D11 implementation guided by NVIDIA's research paper.

My first substantial project with a graphics API and shaders. I implemented the technique to understand probe-based lighting and its trade-offs, including probe placement and handling dynamic objects.

The implementation works, but lacks an acceleration structure and includes naïve shaders. It was a useful starting point for the later voxel-based work.

Development recording · 10 February 2023Open video ↗

I also shared this work in Handmade Network's #showcase-projects Discord channel.

2022

Software rasterizer

Working through the transformation and rasterisation pipeline on the CPU.

Starting from tinyrenderer, I added real-time rendering, a dynamic camera, and a simple clipping method. The project helped me understand the transformation hierarchy, particularly clip space and the canonical viewing volume.

Software rasterizer · demo

I also shared this work in Handmade Network's #showcase-projects Discord channel.

2022

MiniRay · CPU ray tracer

BVH traversal, multithreading, and a faster path from model files to pixels.

I implemented a bounding volume hierarchy and a single-producer, multiple-consumer threading scheme to work towards interactive rendering.

A custom OBJ loader caches parsed models in a custom format to avoid the cost of reparsing large files. I also removed the C runtime as an exercise in understanding and reducing dependencies.

MiniRay render of a statue holding a sword and shield, with a reflective sphere overhead.
MiniRay · Whitted-style CPU ray tracing

Background

I'm a programmer based in Stuttgart and a co-founder of Dihedron Software GmbH. My experience combines graphics and platform work in small teams with independent engine development.

I'm interested in work where systems programming, rendering, and performance meet: understanding the workload, choosing useful representations, and making the implementation fit.

C / C++   Odin   HLSL   MSL

Get in touch.

I'm open to graphics and systems programming roles, as well as contract work. Reach me by email or on X to talk about a project or an opportunity.