Vladimir Mitrovic, Developer in Belgrade, Serbia
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Vladimir Mitrovic

Verified Expert  in Engineering

Computer Graphics Developer

Location
Belgrade, Serbia
Toptal Member Since
November 1, 2015

Vladimir has been a professional developer for eleven years. Most recently, he's been focusing on augmented reality, computational design, and computer graphics. He has architected complex software systems, done UX design, led teams, and spoken at conferences. He values simplicity and efficiency and loves working on interactive products no matter the platform.

Portfolio

Brutalism
Shaders, OpenGL, Clojure, Unity3D, Unity, C#, ShaderLab, Unity Shaders...
Nelu, LLC
Unity, Augmented Reality (AR), iOS, Android, Location-aware Technology...
Arkio
Unity3D, Virtual Reality (VR), Oculus, Oculus Rift, HTC Vive...

Experience

Availability

Part-time

Preferred Environment

MacOS, IntelliJ IDEA, Unity3D

The most amazing...

...project I've created is Itinerant, a generative weather forecast application utilizing signed-distance fields for real-time rendering on mobile phone hardware.

Work Experience

Founder

2015 - PRESENT
Brutalism
  • Founded my private art practice. Systems, optics, and aesthetics.
  • Worked with projects involving the human visual system, which has evolved to take in and interpret an enormous amount of information many times per second, leaving its massively parallel information processing capacity largely unused.
  • Approached visualization in a more innate and sensory-driven fashion–higher bandwidth and lower precision.
Technologies: Shaders, OpenGL, Clojure, Unity3D, Unity, C#, ShaderLab, Unity Shaders, Color Theory, Color Schemes, Rust, C++

Augmented Reality Developer

2020 - 2021
Nelu, LLC
  • Developed a computer vision algorithm which automatically detects real-world dimensions of a shipping box recorded by the device's camera.
  • Developed a locative augmented reality application and pipeline for anchoring and displaying 3D models on top of real-world locations with positioning precision measured in centimeters.
  • Ensured all AR applications are running smoothly on both iOS and Android.
Technologies: Unity, Augmented Reality (AR), iOS, Android, Location-aware Technology, Location Services, Photogrammetry, ARKit, ARCore, Computer Vision, OpenCV

Computational Geometry Engineer

2018 - 2019
Arkio
  • Worked on the core engine supporting Arkio's computational geometry operations in VR.
  • Implemented various algorithms for spatial segmentation, primitive composition, and solid modeling.
  • Worked on designing and implementing user-facing solid geometry manipulation controls.
Technologies: Unity3D, Virtual Reality (VR), Oculus, Oculus Rift, HTC Vive, Computational Geometry, Geometry, C#, Unity, Architecture, 3D Architecture

Augmented Reality Engineer

2018 - 2019
Infiniverse
  • Built parts of an augmented reality content creation platform and marketplace running on the blockchain.
  • Designed and architected the global positioning and coordinated the system translation algorithm, which converts from "real world" (geographic) coordinates into AR coordinates.
  • Designed and implemented a land subdivision and ownership solution which allows users to buy parcels of land in the real world through the AR app.
Technologies: ARKit, Unity3D, Unity, ARCore, iOS, Android, C#, Augmented Reality (AR), Location Services, Location-aware Technology

Augmented Reality Engineer

2017 - 2018
La Siesta Technologies
  • Created an augmented reality application for iOS, which helps a Spanish construction company measure and model staircase-attached chair elevators for disabled persons.
  • Designed and implemented a user-friendly application which lets company inspectors easily capture the shape and dimensions of the staircase via AR and save it for later processing.
  • Designed a computer vision algorithm which detects staircase features and combines them with AR data.
Technologies: Swift, ARKit, Augmented Reality (AR), iOS, Computer Vision, OpenCV, Construction, Home Construction

Senior Unity Developer

2017 - 2018
Cortina Productions
  • Worked on interactive on-site installations for the Royal Alberta Museum and the National Comedy Center.
  • Created multi-touch, multi-screen interactive experiences in Unity 3D.
  • Built a client-friendly installer format for easy on-site installation on custom hardware.
Technologies: Unity3D, Unity, C#, Touchscreens, Installation, Digital Installation, Museums & Exhibits, Shaders, Unity Shaders

Senior iOS Developer

2016 - 2017
Apple
  • Created and shipped an internal (employee only) iOS application for Apple.
Technologies: iOS, Swift

Senior iOS Developer/Engineer

2015 - 2016
Work & Co
  • Worked on the Virgin America iOS application.
Technologies: Lua, Swift, iOS

Lead iOS, Unity, and Back-end Developer

2011 - 2015
Nordeus
  • Led iOS development on Top Eleven for iOS for one and a half years.
  • Led the Unity development team on various in-house prototype projects for three years.
  • Contributed to UX design, low-level network code, and experimental game servers.
Technologies: C#, Unity, Objective-C, iOS

Lead iOS Developer

2010 - 2011
NextWidgets
  • Built the NextWidgets iOS shopping widget, which enabled clients to embed micro shops inside of their own iOS apps.
Technologies: Git, Xcode, Objective-C

iOS and Back-end Developer

2009 - 2010
M2E Consulting
  • Developed a suite of prototype apps and web services for making inspection and monitoring easier for construction industry clients.
Technologies: Xcode, Objective-C

Software Engineer

2008 - 2008
Google Summer of Code | Nmap
  • Designed and implemented the network mapping mode for Zenmap, a dynamic visual representation of the scanned network.
Technologies: GTK+, Subversion (SVN), Eclipse, Python

Software Developer

2007 - 2008
FIS
  • Debugged business logic code and fixed database issues on Sybase and Oracle database platforms.
Technologies: C

Software Developer

2007 - 2007
Google Summer of Code | OpenMRS
  • Designed and implemented the core logic service architecture that allowed medical staff to make rule-based queries to the database in a human-friendly way.
Technologies: Apache Tomcat, Subversion (SVN), Eclipse, MySQL, Hibernate, Jakarta Server Pages (JSP), Java

Aesthetic Engine 2

http://brutalism.rs/project/aesthetic-engine-2/
Aesthetic Engine 2 is simultaneously a web browser, a generative data sculpture, and a shape-shifting painting. It visualizes the hidden complexity behind our everyday web browsing.

Each web page is rendered using predefined rules for different groups of HTML tags. The content, which is visible to users in conventional web browsers (paragraphs, images, etc.), is rendered using the thickest shapes. Scaffolding around visible content—all of the “invisible” internal stuff—is rendered using thinner strands escaping from the middle of the structure. JavaScript code, CSS files, and all other externally loaded resources are rendered as twisting lines wrapping themselves around the structure. Lastly, the web page’s code is scraped for all outgoing links (URLs) and each of them is rendered as a long line escaping from the structure outward, therefore visualizing the “connectedness” of the page.

Virgin America iOS Application

I worked on making the Virgin America iOS app with the award-winning Work & Co agency.

Top Eleven for iOS

I was the lead developer on the team that built the iOS version of the world's most popular online sports game.

BRUTALISM Generative Logo

The generative logo for my studio. Check out the code as well (it's mostly ClojureScript): https://github.com/BRUTALISM/BRU-3

ObjectiveMixin

https://github.com/vl4dimir/ObjectiveMixin
ObjectiveMixin is a popular open-source library that I wrote for iOS. It gives Ruby-like mixin functionality to Objective-C programs.

Spomenik

http://brutalism.rs/project/spomenik/
Spomenik is a turn-based city-builder game in which you build a city on multiple levels: in reality, and in its inhabitants’ dreams. I'm making this game independently.

Medjed

http://brutalism.rs/project/medjed/
A procedural terrain generator project I worked on in my spare time. It uses volumetric density functions and vector fields to generate the terrain, using no premodeled geometry.

Quadtree Implementation

My implementation of the quadtree data structure for enabling quick element lookups using positions on a two-dimensional plane. It's like a dictionary for objects in 2D space, which you can query by position and fetch all elements in a given radius around a given point, all in logarithmic time. I use this class extensively in all my projects.

Hero of Allacrost

Designed and wrote a data scripting interface for loading arbitrary data structures (map tiles, sprites, effects) from Lua and make them visible as C++ objects inside the game engine.

Unwelcome Gaze

http://brutalism.rs/project/unwelcome-gaze/
Unwelcome Gaze is a triptych visualizing the publicly reachable web server infrastructure of these companies and the routing graph(s) leading to them. Over many weeks of meticulous network reconnaissance, the routing information has been gathered and persisted locally. From it, a routing graph was reconstructed for each of the three networks. Each graph was then visualized as a generative three-dimensional sculpture, constantly shifting its appearance – just like the data it portrays.

Itinerant

http://brutalism.rs/project/itinerant/
Itinerant is an experimental weather forecast app, utilizing the human visual perception system (i.e. recognizing shapes and colors) instead of the symbolic interpretation system (i.e. reading words and numbers). It is an experiment in outperforming traditional weather information data displays in terms of how long it takes to parse and understand the information. Even more importantly, it is an experiment in helping to change the nature of that understanding.
2002 - 2008

Bachelor of Science Degree in Computer Engineering

Belgrade University - Belgrade

MAY 2016 - PRESENT

Machine Learning

Coursera

Libraries/APIs

OpenGL, OpenCV

Tools

Xcode, Git

Frameworks

Unity, Unity3D, ARKit

Platforms

iOS, MacOS, Android, ARCore, Oculus, Oculus Rift

Languages

C#, Objective-C, Swift, Clojure, C++, C, Lua, ShaderLab, Rust

Other

Augmented Reality (AR), Virtual Reality (VR), Algorithms, Data Structures, Computer Graphics, Computer Vision, Shaders, Interaction Design (IxD), Machine Learning, Location-aware Technology, Location Services, Photogrammetry, HTC Vive, Computational Geometry, Geometry, Architecture, 3D Architecture, Unity Shaders, Color Theory, Color Schemes, Construction, Home Construction, Touchscreens, Installation, Digital Installation, Museums & Exhibits, Implementation, Computational Design

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