Jšrg-Ulrich Mohnen, M.Sc., MBA
901
North Curson Ave. West Hollywood, CA 90046
Email: jmohnen@gmail.com
~ (310) 951 7331
Bios
Jorg
Mohnen received a Bachelor in Science from Northeastern University in Boston in
1986 and an MBA from Northeastern University's School of Business
Administration in 1988. Mr. Mohnen then moved to Germany to complete his
master's degree in geophysics (majoring in geophysics/seismology) at the
University of Stuttgart with emphasis on Volcano-Seismology. During his
studies, he conducted field work on volcanic islands in the Aeolian Sea off of
Sicily (Stromboli, Vulcano & Mount Etna), Italy, and developed his PhD
dissertation on volcano seismology with a stipend from the Kline Geology &
Geophysics department of Yale University. Much of his work involved intense use
of networked computers (Linux/UNIX/Sun Solaris), database and signal processing
software development, and programming. Mr. Mohnen then took his experience in
computing and developed 3D Terrain Visualization algorithms in Stuttgart,
Germany. These tools and plugins have been used in Tour de France animations,
Olympics, Sports Events, and are now licensed and patented as WavGen 3D Technologies.
In the last decade beginning in 2009, Mr. Mohnen has been the Head of
Technology at the renown Jim Henson Company, integrating Unreal Engine, MOCAP
Stage technologies, digital animatronics and puppetry, rendering technologies,
Maya and Houdini and Studio Max work flows, Post Production and Compositing
technologies, generating Henson intellectual property and tools and plugin
technologies, Da Vinci and Color Correction suites, AVID and Adobe Premiere
work flows, and the complete gambit of visual effects and editorial software and
hardware technologies.
¤
Operating Systems: Debian, Ubuntu,
Centos Linux, Fedora, Redhat (also older AIX, HP, and especially SUN Solaris
thru 8-10 and HP UNIX6000/9000), Mac OSX 10.x, Windows 10, Windows 2016, and
networking/storage/switching.
¤
Programming: Python and Mel, Max
Scripting, Perl/Ruby, Tcl/Tk, C#.NET, C/C++ (Borland, Delphi and MV Studio),
Google Earth APS, Javascript & JDE & applets, F77, F90, IDL
(Interactive Data Language), Unix Bash and C Shell, Script and Batch, Internet
Front End (VRML, XML, HTML, VBscript)
¤
Code Repositories: Github, Perforce, CVS,
Subversion, and ties/hooks to apache (i.e. TRAC/SVN, Git, etcÉ).
¤
Databases: PostGreSQL, MySQL, MongoDB,
DB2, Oracle, Oracle Triggers and Stored Procedures, PL/SQL, Shell/Perl scripts
as they apply, FileMaker, and all command line tools governing and addressing
DBÕs on Windows/Linux.
¤
Modeling & Rendering Software: 3DS Max, Lightwave, Maya, Redshift, Vray, Mental Ray,
Nuke, Shake, FinalRender, Brazil, Vray, Mental Ray, Realflow, Motion Blur
technology, Autodesk VIZ, RealVIZ Fluid, Zbrush, Mudbox. Also
familiar with a slew of renderque software to the aforementioned packages (i.e.
Deadline, SUN GRID ENGINE, Rush, Midge, StreamerNET, Temerity Pipeline, Cubed,
Spider, MentalQUE, etc...). Very familiar with AVID ,
Color Grading Da Vinci, Adobe Premiere, After Effects, FinalCut, LiveType,
Bori, Graffiti, AppleMotion, Vegas, Avid ExpressPro, Avid Composer, Avid
Nitros/Meridian, MacroMediaMX (Dreamweaver, FlashMX, etc...), and the full
Adobe Software Suite (Illustrator, PhotoShop CS, etc...). All adobe products
(i.e. PhotoShop, Illustrator, etc...), Adobe products (FlashMX, Dreamweaver,
HomeSite), all commonly now known as Adobe Design.
Education
Yale University, New Haven, CT 1995 Ð 1997
¤PhD (still pending) in
Volcano Seismology, Geology and Geophysics
¤Thesis on Spatial and
Amplitude Distribution of Volcanic Tremor and Effects of Stratigraphical
Filtering
Stuttgart University, Stuttgart, Germany 1992 Ð 1994
¤
M.S.
Geology & Geophysics
¤
Thesis
on Spatial & Temporal Distribution of Volcanic Tremor on the Island of
Stromboli, Italy
Northeastern
University, Boston,
MA 1987 Ð 1989
¤
MBA
in Environmental Business Administration & Accounting
¤
International
CO-OP program to Arthur Andersen (see work description below)
Northeastern
University,
Boston, MA 1982 Ð 1986
¤
Bachelor
in Geology & Geophysics; Majored in Math & Sciences
¤
International
CO-OP program to ED Zueblin AG (see work description below)
IT
Systems & Pipeline Tools & Technology Developmnt, TD Programming &
Scripting
¥
3D runtime Technical Planning ¥
Amazon CS2 and Scalr Experience ¥
VMware scaling and Netapp Tech ¥
Mel, Python, Php, & Perl Scripting |
¥
Database Development (LAMP) ¥
Renderman (MTOR, Alfred, Slim) ¥
Extensive postgreSQL mySQL noSQL ¥
Extensive Nagios, Munin, Cacti |
¥
Excellent Linux Windows OSX ¥
Network & Storage & Rendering ¥
Pipeline & Workflow Design ¥
Max/Unreal & Maya/Unreal Int. |
The
Jim Henson Company, Hollywood CA 2010-2020
Head of Technology & Systems
¥In charge of all Linux & Windows &
OSX machinery, workstations, editing bays, rendering & production equipment
¥Maintaining a large Linux Debian and Windows
GPU/CPU render farm (Maya, Max, Redshift, GPU Rendering, etc).
¥Maintaining several AVID editing bays and
technologies, as well as boot scripts into Adobe Premier & Final Cut.
¥Running two Da Vinci color correction and
finalization systems off of our homegrown 4K flash storage systems.
¥Development of runtime game engine technologies
such as Unreal, Open Scene Graph, and Stingray work flows.
¥All software and licensing procurement and
maintenance in a VFX CG and editorial environment.
¥All render queue technologies including
Deadline, Rush, SUN Grid Engine, and work flows to Tactic AssetDB.
¥Maintaining Windows Imaging technologies to
netboot into shelved images (Rendering, 3D Workstations, Compositing)
¥Nuke compositing & lighting &
rendering setup on Linux, OSX, & Windows, keeping all operating systems up
to date.
¥Responsible for all Linux (DHCP, DNS, Bind,
NamedDB, LDAP) as well as all Active[Windows] & Open[OSX] directory.
¥PXE TFTP boot systems into a network centric
environment, network centric installation of all technologies.
¥Vendor Relations and Branding and Marketing technologies,
and preparing demos and production environments.
¥Running all technologies behind MOCAP using
SDKs around CORTEX and programming intellectual property.
¥Responsible for all Stage systems (mission
control, cluster technologies, game production engines, camera systems).
¥Invented and built and maintained top-of-tier
storage systems based on 40G/100G Brocade and Flash technologies.
¥Responsible for weekly SOWs and request
systems in procuring all hardware and software to maintain running facility.
¥Generation of monthly list SOW documents
anticipating equipment and production needs.
¥Executive meetings and production meetings
briefing owners of exact weekly status of facility.
¥Project by project oversight and weekly
reporting & budgeting, project planning, resource allocation, & project
tracking.
¥Studio leadership & continued evaluation
of the workflow process to ensure technology, process, and creative evolution.
¥Manage centralized project vendor bidding
process and evaluate bidding data for optimal ongoing results.
¥Partner the Account teams in the creation
process of assessments, proposals, and SOWs.
¥Business development and account teams to
assess and provide appropriate resources for pitches and proposals.
¥Set goals, supervise, and provide clarity for
projects and production priorities.
¥Trusted advisor to internal stakeholders,
vendors, and clients by providing technology vision for the company
¥Facilitate project update meetings to
brainstorm and problem-solve project challenges.
¥Ensure appropriate studio needs for projects
needs are met with people and and resources).
¥Communicate ongoing technology needs to
owners to ensure smooth production workflows & project completion dates
¥Manage and guide a team of experienced staff
and freelancers, producers, editors, 2D/3D motion designers & animators.
¥Supervise production team to enable
successful client services, including articulating client expectations
¥Manage all aspects of technology and the SOW
process providing project oversight through delivery.
¥Actively seek, hire, onboard, and train
talent and subcontractors according to production and technology needs.
¥Oversee the creation and management of vendor
and freelancers and all aspects of technology research & development.
¥Coordinate and lead effective utilization of
all studio resources and technologies.
¥Provide resource forecasting of all projects,
including project scope, and potential resources
¥Monitor production logistics related to
project profitability, studio profitability, and resource utilization.
¥Maintain production database on a
programmatic and technical level across MySQL and PostgreSQL and noSQL
¥Provide necessary procurement information to
studio and communicate accurate technology budgets.
¥Rebuilt
the facilities core sLDAP, DB Named, DHCP & Bind9 infrastructure
¥Implemented
Debian migration from 2.6.32 Debian to 3.2.0.46 Debian (Wheezy v7.1) on all
infrastructure
¥Revamped
storage including 4x Isilon nodes, 3x Sun Storage Systems, 2x Promise RAID
arrays, and several XRAIDs
¥Brought
45 CSSUN Workstations from Debian Squeeze to Wheezy 3.2.0.46 and updated OS on
all Render equipment
¥Maintained
the SUN Grid Engine work flow for render farm technology based on
Maya/Mentalray and Maya/Vray
¥Ensured
that Nuke and even Shake and Maya run on latest Debian Wheezy 3.2.0.44 (V7.1)
¥Updated
all license servers, wiki, subversion SVN, TRAC, programming technologies &
ticketing systems to Wheezy
¥Fixed
the 22x Fast Iron X446 and 10x EdgeIron switches to support storage
infrastructure and StoreTek 48 tape system
¥Maintaining
hardware and software licensing arrangements with all 3rd party vendors
¥Hired
consultants into facility and managed in house IT staff and managed
international programming team
¥Made
appropriate recommendations for hardware and software procurement
¥Purchased
many client machine upgrades to beef up facility rendering needs
¥Purchased
many HP820Z machines with nVidia k5000/k6000 and FusionIO Technologies
¥Rebuilt
PXE TFTP network installations for all hardware and servers
¥Initiated
the JHCS DEBIAN Repository with Argonne National Laboratory and MIT EDU
¥Revamped
the complete NFS exporting environment to properly address all Departments
¥Maintained
VFX Animation & Rendering, Realtime HPCS/PCS, Database PostgrSQL & MySQL
Python PHP DB Tech
¥Responsible
for the in-house GAME ENGINE technologies termed HPCS (High Performance
Creature Shop)
¥Working
with programmers and developers to ensure that the HPCS and PCS engines are
matched to latest Debian
¥Rebuilt
the complete technology foot print of the facility from front to back,
guaranteeing 100% compliancy
A52 Rock Paper
Scissors,
Santa Monica CA
2009 Ð 2010
Systems
& iTechnology, Pipeline Scripting & Programming
¤
Answering
daily Fogbugz request ticketing system (2D and 3D daily production needs)
¤
Render
farm systems analysis and monitoring and making improvements to renders
¤
Backing
up mySQL and FileMaker databases (mySQL Dumps and weekly backups)
¤
Checked
and maintained Snapshot scripts running from filer to oldfiler (SunFire
Integrated Storage 60 TB)
¤
Imaging
OS for Mac OSX and Windows7 for render farm and workstations (VMsphere &
Acronis Sphere)
¤
Programmed
two versions of a GUI for Job Creation (one online PHP browser variant and one
with QT)
¤
Maintaining
and expanding on existent DCHP, DNS, and Active Directory Servers
¤
Implementation
and programming of cross platform rendering with CG Supervisor
¤
Maintaining
versioned copies of production Mel to Python (and *Perl Rush) scripts and render
farm scripts
¤
Maintain
and enhance workstation performances (driver updates, software updates)
¤
Maintain
and enhancing render farm performances across golden triangle (OSX, Linux,
Windows)
¤
Training
and maintaining on new SUN Microsystems X4170 Virtual Machine Architecture
¤
Deploying
render farm and workstation OS images on the Virtual Machine Architectures
¤
Correspond
with 3rd Party Render Engine Developers for fixing Bugs and Errors in
Rendering
¤
Maya
Development (including Perl RUSH, Mel Scripting, Python Scripting, Mentalray
Plugins)
¤
Development
scripting and database links to the Nuke 2D workflow, the Shake 2D workflow and
all 3D Tech
¤
Procured
heterogeneous networking of Windows, Linux and OSX render nodes in 64bit
architecture
¤
Daily
interaction with the Head of Technology and producers for planning and
infrastructure needs
¤
Extensive
deployment and use of Nagios and Spiceworks for hardware and network monitoring
¤
Setup
NFS and Volume mount points as needed via fstab files on heterogeneous OS (OSX,
Linux, Windows)
¤
Supporting
2D & 3D render pipelines (Maya Vray, Maya Mray, Nuke, After Effects, Shake,
Flame/Smoke, etc)
¤
Installed
and implemented Maya, 3Ds Max, Mental Ray Vray, Nuke, Shake, FinalCut, and
After Effects
¤
Expanding
the security monitoring and analysis software (Nagios, Spiceworks, Ethereal,
Wire Shark, etc)
¤
Maintain
company source code repository using CVS, Subversion of all C#/.NET and shader
code.
yU+Co Design & VFX Studio, Los
Angeles, CA (Garson Yu Ð garson@yuco.com) 2007 Ð 2009
Head
of Technology, Systems & iTechnology, Pipeline Scripting & Programming
¤
Rebuilt
the complete technical workflow of this design and visual effects with a budget
less that $500,000
¤
Successfully
upgraded, monitored and troubleshoot Linux Redhat CENTOS 2.6.9-34 based farm
machines
¤
Maya
Development (including Perl RUSH, Mel Scripting, Python Scripting, Mentalray
Plugins)
¤
Development
scripting and database links to the Nuke 2D workflow, the Shake 2D workflow and
all 3D Tech
¤
Built
the Vault and Tape I/O and backup procedures for the complete 2D and 3D
production in the studio
¤
Procured
heterogeneous networking of Windows, Linux and OSX render nodes in 64bit
architecture
¤
Developed
a database migration from Filemaker for Tape Barcodes, for contacts database in
Marketing
¤
Daily
interaction with the CEO, Head of Operations, and executive producers for
planning and infrastructure
¤
Maintained
monthly budget analysis and technical reports and implemented monthly budget
strategies
¤
IBM's
WebSphere and Google Earth API and XML (Ajax) development framework for Effects
Projects
¤
Developed
and implemented daily systems analysis, operations and fail safe production
integration
¤
Directed
Networking and Storage on OSX Server storage while growing RAID infrastructure
(8TB to 69TB)
¤
Configured
OSX servers, email migration to Qmail, www migration to Apache2, FTP migration
with mySQL
¤
Open
Directory LDAP infrastructure by implementing XSAN and SAN technologies on
Q-Logic Switches
¤
Setup
Samba and Volume mount points as needed via niload and fstab files on
heterogeneous OS
¤
Designed
several 2D and 3D rendering pipelines around various render queue software for
production
¤
Designed
3D and 2D visual effects pipelines for GIS and buildings and satellite and
aerial geodata
¤
Installed
and implemented Maya, 3Ds Max, Mental Ray Vray, Nuke, Shake, and After Effects
¤
Programmed
a robust request trouble ticket system (RT) for the Help Desk staff that I
manage
¤
Programmed
PHP Nuke as the in-house company Wikipedia pages and documented the IT
infrastructure
¤
Setup
security monitoring and analysis software (Ethereal, Wire Shark, Earth, RT)
¤
Setup
and maintained company source code repository using Subversion of all C#/.NET
and shader code.
¤
Completed
RAID migration for 2D editing and compositing as well as 3D rendering for OSX
and Linux
¤
Migrated
facility from OSX 10.4.2 to 10.5.x (Leopard) for XSAN and Xserver and all
client machines
¤
Migrated
3D Flash web site to latest versions of Adobe Flash including content &
action scripts
¤
Implemented
robotic backup strategies and emergency recovery procedures for online critical
technologies (i.e. www, ftp, email/qmail, https, client dailies, storage
servers, DNS, LDAP, and other mission critical tasks)
Jim
Henson Company,
Los Angeles CA (Steffen Wild - steffen.wild@me.com) May 2007 Ð Oct 2007
Business
Development, Systems & iTechnology, Pipeline Scripting & Programming
¤
Systems
support role in the digital TRON animatic virtual set pipeline.
¤
Maya
Development (including Perl RUSH, Mel Scripting, Python Scripting, Mentalray
Plugins)
¤
Renderman
development including MTOR, ALFRED, SLIM integration on generic uebershaders
¤
Helped
head of systems with trouble shooting renders. Helped implement Renderman and
Maya in post
¤
Optimized
Renderman (.ribÕs and .texÕs) while implementing on
modest storage and network topographies
¤
Introduced,
installed, and distributed new 64bit Linux technology for Maya and Shake
¤
Contributed
to weekly production meetings from render optimization reports
¤
Facilitated
hardware and software purchases and wrote purchase orders and supported
procurement
¤
Designed
a workflow to image and clone Linux, Windows, and OSX operating systems
¤
Implemented
Wire Shark / Ethereal for TCP and UDP network optimization
¤
Decrease
packet losses, port analysis, prepared network review diagrams for production
& render meetings
¤
Implemented
NAGIOS and OS specific storage monitoring tools for production
¤
Trained
on setting up real time mocap stage and the virtual cameras, and storage
network topography
SONY
Playstation 3 - SCEA, San Diego, CA (Kevin Collins - Kevin_Collins@Playstation.sony.com) 2004 Ð 2007
Business
Development, Systems & Technology, Pipeline Scripting & Programming
¤
Optimized
the distributed rendering environment at SONY Computer Entertainment of America
¤
Maya
Development (including Perl RUSH, Mel Scripting, Python Scripting, Mentalray
Plugins)
¤
Strong
Mentalray pipeline development including the lighting and rendering workflows
¤
Emphasis
on Perl scripting and RUSH implementation, Maya & Mental Ray performance
tuning
¤
Implementation
of a hardware / software architecture based on 64bit LINUX
¤
Successfully
monitored load performance on render farm machines (Rushtop, XOSview, Ethereal)
¤
Monitored
primary and secondary queue servers using RUSH distributing software and
Temerity Pipeline
¤
Successfully
upgraded, monitored and troubleshoot Linux Redhat CENTOS 2.6.9-34 based farm
machines
¤
Assisted
with job submissions and failed jobs then help troubleshoot & rerun queues
¤
Responded
to all render related support calls and helped implement success strategies
¤
Worked
with production at weekly meetings to forecast renders resources and prepare
quarterly IT budgets
¤
Implemented
process and procedure protocols to improve workflow (i.e. Linux roll-out)
¤
Developed
internal tools, administrative UI's, and advance existing scripts based on
developer APIs & SDKs
¤
Extended
a software distribution system to support next-gen environments (1080p/2K/4K)
¤
Administered
Clients & Servers (cross-platform): NFS, FTP, Web, DNS, Kerberos, et cetera
¤
Built
VMware triple boot Linux & OSX & Windows workstations and render
servers and network integration
¤
Tested
version releases, Installing, configuring, and distributing commercial 2D/3D
software
¤
Integrated
the optimization strategy w/ Netops, SysOps, and the IT support structure
¤
Integrated
next-gen highest resolution 4K textures in a pre-rendered Linux environment
¤
Lead
roll in optimizing the 400 CPU render farm which then led to several successful
game titles
¤
Game
titles include KillZone, LAIR, ATV, SOCOM, MLB,
WarHawk,
and NBA
WavGen, Inc., Los Angeles, CA 1999 Ð 2020
Head
of Technology, Systems & Technology, Pipeline Scripting & Programming
¤
Directed
WavGen Software development Team for GIS and remote sensing pipelines and
programming
¤
Use
of ERMapper, Autodesk VIZ, Autodesk AutoCAD, Autodesk MAP 3D, REVIT, MAP 3D, ESRI,
etc...
¤
Extensive
use of CG software (Lightwave, Maya, 3DS, XSI, Mental Ray, Brazil, FinalRender)
¤
Successfully
spearheaded upstart company to combine remotely sensed data and high end
rendering
¤
Developed
environments with 3D computer graphics and Remote Sensing software for film and
TV
¤
Engineered
online automated IT strategy and implemented its architecture for online sales
of software
¤
Programmed
online forum, affiliate program (B2B and B2C), and online run-time licensing
(Perl on Apache)
¤
Programmed
in .NET/C#, Microsoft Visual Studio 2005, and used subversion for source
repositories
¤
Online
content developed on a SOLARIS 10.x SUN ULTRA II Server via Apache and SQL
¤
Designed
a service-oriented application and integration platform around Google Earth
APIÕs and modules
¤
Copyright
protected, trademarked, and initiated patents on the software with Offner &
Anderson P.C.
¤
Implemented
IT payment gateway and shopping cart solution using PHP predominantly Perl on
SOLARIS
¤
Secured
financing for turnkey data visualization and implemented new e-commerce methods
to track sales
¤
Introduced
Generally Accepted Accounting Practices and compliant year ending financials
and tax strategies
¤
Implemented
an SAP accounting collection process commensurate with online sales of software
¤
Produced
company's monthly press releases and a news letter, wrote performance reports
for public relations
¤
Designed
and executed software sales and marketing tradeshows and sales presentations.
TerraTracer,
Inc., Ludwigsburg,
Germany 1997 Ð 2001
Head
of Technology, Systems & iTechnology, Pipeline Scripting & Programming
¤
Developed
international 3D terrain animation software for special events, feature film,
television, and IMAX
¤
Invented
data processing algorithms like Data Fusion algorithms on the IHS Brovery and
Pan Sharpening
¤
Developed
processing algorithms in data preprocessing, de-hazing and atmospheric
corrections
¤
Implemented
mosaicing and color balancing and 3D spatial wavelet database design, &
data compressions
¤
Visual
Effects Supervisor of the Tour de France 3D Maps and stages for international
television
¤
Geodata
organized through IGN France (Paris) Television Broadcasts between 1999-present
¤
Developed
TV geodata pipelines for OLN, ARD, TV1, AU1, & across Asia and Australia
for sports coverage
¤
Visual
Effects lead for IMAX films such as "Safari 3D" and "Brain
Power" produced by nWave Digital Pictures
¤
Visual
Effects Supervisor on the OLN and ABC "Mount Everest - Global
Extremes" prime time reality show
¤
Produced
television commercial & special events coverage of the Mercedes Benz
C-Class TV Commercials
¤
Implemented
and designed the multimedia lab including editing and compositing, rendering
and animation
Arthur
Andersen,
Frankfurt, Germany 1990 Ð 1992
Business
Analyst & Accountant
¤
FAST
I & II training in Segovia, Spain and FAST III training in Bitburg, Germany
and Luxemburg
¤
SAP
Training on the Basis System (BC) which includes the ABAP programming language
¤
Supported
staff accounting year ending financials for Gubor Chocolates near Freiburg, Germany
¤
Implemented
SAP R3 modules and trained the administration of these modules to Gubors'
accountants
¤
Advised
Hershey Pennsylvania on payroll and other accounts reflected in SAP modules
installed
¤
Facilitated
communication with internal and external auditors on several mission critical
assignments
¤
Reports
successfully translated into English and reported between USA and Europe - "Blue
Book Reporting"
¤
Implemented
blue book suggestions to Hershey PA on pension issues and on employee and
company taxes
¤
Audited
and administered SAP strategies into a diverse portfolio of publicly traded and
privately held firms
Selected
Honors & Awards
¤
Field
Spectroscopy training and field work with the Jet Propulsion Laboratory 2001 - 2004
¤
PhD
Stipend recipient at Yale University between 1995 - 1997
¤
Fast
I & Fast II at Arthur Andersen during the summer months between 1990 - 1992
¤
TerraTracer
Best In Space Achievement Award in Terrain Visualization 1999 - 2000
¤
WavGen
Software SIGGRAPH and Mental Ray Group Los Angeles 2004 - 2010
Training
YALE
UNIVERSITY Center for Earth Observation, New Haven,
CT
¤ Graduate coursework in remote sensing
& GIS using UNIX based ERMapper & ESRI and laboratory courses
¤ Gained considerable insight and knowledge into
the black body theory and the radiative transfer functions
¤ Used Spectral Libraries and Atmospheric
correction and de-hazing algorithms on various satellite raster data
RENSSELAER
POLYTECHNIC INSTITUTE, Graduate School of Arts & Sciences -
Troy, NY
¤ Graduate courses in Seismology and in
Exploration Geophysics that led to PHD stipend at Yale University.
¤ Emphasis on all geophysical forms of
exploration with emphasis on mathematics and theory and modeling
¤ Extensive use of Perl, c/c++ and F77/F90
using the SUN SPARC University Workshop Compiler v3.0 and Perl v5.008
CALIFORNIA
INSTITUT OF TECHNOLOGY, The Jet Propulsion
Laboratory - Pasadena, CA
¤ Trained twice on the use of the FTIR102
Field Spectrometer build in New Hampshire by Designs & Prototypes Ltd.
¤ Deployed
and conceived spectral libraries and reformatted them to a coherent database
using Perl on Solaris/Apache.
¤ Trained with JPL software and the ASTER
team and used VICAR, FESTER, HDF Viewer, and other in-house software
ESRI
Seminars, Redlands CA
¤ Seminars to ArcIMS - ArcGIS 9
¤ Understanding Co-ordinate Systems and Map
Projections
¤ Customizing ArcMap: Easy Ways to Extend
the Interface Workshop
ERDAS
Seminars, Liege Belgium and Washington DC
¤ Apollo Image Manager seminars August 26th - August
29th 2008
¤ Fundamentals of ERDAS Imagine Part I & II
between June 11th - June 15th 2007
¤ ERDAS and Apollo essentials SDI - Geospatial Data
over the Web (ERDAS APOLLO Server)
ARTHUR
ANDERSEN, Segovia, Spain and Bitburg, Germany
¤ Invitation to attend environmental
auditing - FAST I as a co-operative student via Northeastern University
¤ Invitation to attend environmental
auditing through - FAST II as a co-operative student via Northeastern
University
Professional
Societies
¤ AGU - American Geophysical
Union since 1991
¤ ESC
- European Seismological Committee since 1990
¤ AAG - Association of American
Geographers since 1995
¤ RSPS - Remote Sensing and
Photogrammetry Society since 1997
¤ AGI - Association for
Geographic Information (AGI) since 1997
¤ IUGG
- International Union of Geodesy & Geophysics since 1990
¤ SEG
- Society of Exploration Geophysicists since 1990
¤ IAVCEI
- International Association of Volcanology & Chemistry of the Earths
Interior since 1988
¤ SIGGRAPH - Association of Computing Machinery - ACM Siggraph since 2002
¤ LAMRUG
- Los Angeles Mental Ray User Group since 2002
¤ ANNALI GEOFISICA - Instituto Nazionale di Geofisica (ING) - Annals of Geophysics since 1990
¤ GEOFISICA & VULCANOLOGICA - Istituto Nazionale di Geofisica e Vulcanologia since 1990
Consulting
Ð Los Angeles, ca & Abroad 2000-2020
Paranoid FX, Culver
City, CA
¤
Called
in to trouble shoot Flint/Inferno editing bay (GEN10, AJA, HD Deck, etc)
¤
Re-cabled
and setup machine room for several project deliverables
GradientFX, Marina Del
Rey
¤
Built
the tape back up and archiving solution around BruServer on both NAS systems
¤
Assessed
and helped rebuild the 30TB NAS storage and 25TB mirroring (rsnapshot)
Terra Media Services,
Stuttgart, Germany
¤
Tour
de France Productions and 2D and 3D Rendering Pipeline Design
¤
Ski
Alpine World Cup productions and 2D and 3D Rendering and Pipeline Design
¤
2010
Olympic 3D Terrain Animations and Data processing (Whistler/Vancouver BC)
FloqFX, Culver City
¤
Rebuilt
and updated an 80 core renderfarm on Linux Centos 5.5
¤
Built
RAID5 Storage Systems and installed RUSH renderqueue pipeline
Troika TV, West
Hollywood
¤
Developed
automated RUSH Maya/Mentalray Pipeline and Scripting to After Effects
¤
Built
RAID5 Storage Systems and programmed scripts and built / fine-tuned Renderfarm
GeoEye, Dullas Virgina
¤
Developed
reseller relationship with Satellite Data and WavGen Incorporated
¤
Developed
several successful business opportunities resulting in royalties to WavGen Inc,
NavTeq, Chicago
¤
Developed
automated point cloud to polygon conversion software (w/planar mapping)
¤
Organized
meetings with AutoDesk and technical contracting companies to define work flows
BBC , Wales &
London
¤
Processed
and Delivered Geospatial WavGen software and a World Landsat Mosaic
¤
Implemented
GIS and Remote Sensing Software and hardware Infrastructure
StudioGPU & Extra
Large Tech, Hollywood CA
¤
Playmobile
Project development and technical pipeline design in production
¤
Designed
rendering and gaming assets and rendering out 3D animations and 3D props
¤
Organized
the file naming conventions and Maya Python/Mel scripting in Render queue
Engine Room, Hollywood
CA
¤
Delivered
environmental 3D assets (Buildings & Terrain) for powers of ten opening
shot
¤
Designed
technical 3D rendering and animation plug-ins (WavGen)
Jorg-Ulrich
Mohnen, M.Sc., MBA Ð 901 North Curson Avenue Ð West Hollywood California Ð
90046 - USA