Fredrik Limsäter
Summary
I am co-owner and CTO at Fido Stockholm. Fido is an award winning vfx and animation studio working with feature films and TVCs with clients all around the globe.

I have more than 10 years of experience for animation and visuals effects production. My experience includes strategic leadership, CG Supervision and working hands on in production, as well as working with research & development, developing proprietary 2d/3d software and tools at industry leading studios
Contact
Kulstötarvägen 89
122 44 Enskede
Sweden

Phone: +46 (0)708 606 253
E-mail me
Useful Links
Fido Stockholm
FTrack Workflow & Asset Management
Double Negative
Sony Pictures Imageworks
Cinesite
Linköping University
Knowledge Foundation
Resume
Experience
CTO at Fido
Stockholm
February 2008 – Present
Fido is an award winning vfx and animation studio working with feature films and TVCs with clients all around the globe. Fido has a strong focus on character and creature animations.

Since 2008 we have more than doubled our turnover and our employees. I have also set up an internationally renowed R&D department with a strong collaboration with leading universities in Sweden, built a competitive 2d and 3d pipeline and invested heavily in new infrastructure with focus on scalability.

I'm also the innovator and director of FTrack, a complete Production Workflow and Digital Asset Management System, it is currently in closed beta testing in Stockholm, London and Mumbai. (www.vfxtrack.com)

At Fido I'm also involved in vfx breakdowns and act as Cg/Fx supervisor on international high profile TVCs and feature films at Fido

Flying Monsters 3D (2011) (Stereoscopic Supervisor)
The Sorcerer's Apprentice (2010) (Senior FX Technical Director)
Kick-Ass (2010) (Senior Technical Director)
Eep (2010) (FX Supervisor)
numerous TVCs
Senior FX Technical Director at Double Negative
London
May 2010 – June 2010
I was brought in to help finish a project in time. I led a small team from Fido, but I was also responsible for a sequences in the movie, requiring me to quickly create a setup that could be handed of to other artists. The project finished in time.
Advisory Board member at Knowledge Foundation
Stockholm
December 2008 – June 2009
I was Advisory Board Member for the national Visualization Research Program at the Knowledge Foundation. My task was to review about 100 applications within the area of visualization, mostly medical and scientific visualization, for scientific value and possibilities for commercialization. A total of SEK 85 million was awarded to a shortlist of applications.
Guest Lecturer at Linköpings Institute of Technology
Stockholm
2007 – Present
Guest lecturer for the international Master program "Advanced Computer Graphics" given at Linköpings Institute of Technology. A total of 6 lectures and 3 workshops covering techniques used on-set and in the computer to create stunning visual effects. The workshops has a strong focus on Houdini because of its procedual approch to visual effects and the ability to easily extend it with python and c++ (HDK).
Senior Technical Director at Sony Pictures Imageworks
Los Angeles
October 2005 – February 2008
Worked hands-on as Senior Technical Director (fx/hair/cloth) and as software developer on many high profile projects

Cloudy with a Chance of Meatballs
Senior Technical Director setting up and combing hair/fur for several characters. As a software developer I also developed several tools used in production

Hancock
Developing and integrating cloth/binding tools into Hancock's cg pipeline

I Am Legend
Senior Technical Director setting up and running cloth simulations (Syflex) for many of the cg shots in the movie.

Surf's Up
Senior Technical Director setting up and combing hair/fur and feathers for many of the characters, and also setting up and solving many of the water/wave, sand and jungle interaction shots. I also developed custom plugins for Katana, Imagework's proprietary lighting and rendering tool.
Research & Development Technical Director at Cinesite
London
October 2003 – October 2005
I worked mostly with Research & Development, developing proprietary 3D software and tools, including end-user support, but also worked hands-on in production.

V for Vendetta
Crowd Technical Director using REACT.

Harry Potter & the Goblet of Fire
Lead developer for a dynamic Feather System that was used to create cg owls and ravens.

Charlie and the Chocolate Factory
Integrated REACT into "Charlie and the Chocolate Factory" cg pipeline

Hitchhikers Guide to the Galaxy
Lead developer for a dynamic Muscle/Skin System .

King Arthur

Lead developer for REACT, a Crowd Animation System based on my M.Sc. thesis. 3D/Crowd Technical Director using REACT in production.
Co-founder & Lead Game Developer at Qubic Room
Norrköping
January 2002 – December 2003
Qubic Room was working with advertainment, marketing through games. I worked with business administration, project administration and game development.
Art Director and Software Developer at Centercom
Norrköping
January 2001 – September 2003
Centercom AB is a service-oriented technology partner that also develop and maintain their own Content Management System (CMS). I was involved in the development of the CMS but also responsible for all design work carried out with Centercom's clients.
Education
University of California (UCLA)
Cinematography
Los Angeles
2007 – 2007
An introduction to the fundamental tools and principles used by the cinematographer to create digital or film images generated from the context of the story.
Linköpings Institute of Technology
MSc, Media Technology & Engineering
Norrköping
1999 – 2004
Linköpings universitet
Entrepreneurship and New Business Development Programme
Norrköping
2002 – 2003
The ENP programme is offered by the Centre for Innovation and Entrepreneurship (CIE) at Linköping University
Publications
High-detailed fluid simulations on the GPU
International Conference on Computer Graphics and Interactive Techniques
ACM SIGGRAPH
2010
Abstract
During the last few years, Fido has seen an increasing demand for highly detailed water effects in production. Fluid simulations, aside from being complex and hard to choreograph, put high demands on scalability and simulation speed. As of today, commercial software is slow and does not allow the artist to get quick feedback on simulation results. Following the increasing use of general purpose GPU programming within the special effects industry, Fido wanted to enable artists to create highly detailed and realistic water effects, while maintaining production effectivity and avoiding investments of large server cluster

Permanent link: http://portal.acm.org
React - A Crowd Simulation System for Visual Effects
M.Sc. Thesis
Linköping University, Department of Science and Technology
2004
Abstract
By using existing knowledge from the game community, which have had a long experience from game artificial intelligence, and new research from the field of artificial intelligence I have implemented REACT, a crowd simulation system for visual effects. REACT is based on high-level behaviour that uses an underlying layer of low-level behaviour. The high-level capabilities gives the digital character means to reasoning about how to achieve certain goals based on a knowledge base of rules and facts that are present in the virtual world. This gives the digital character a degree of autonomous intelligent behaviour.

REACT is designed to integrate directly into the 3D animation package Maya as a plug-in. This means that the animators can continue to animate their characters via their animation package of choice, rather than having to learn a new technology. In addition, many animators are already familiar with the workflow of Maya, so learning curves are reduced.

Permanent link: http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-4737
Organizations and Societies
Visual Effects Society, VES
2010-present
ACM Siggraph
2004-present
Awards and Recognitions
Polytekniska Society Undergraduate Scholarship
Norrköping
2003
M.Sc. thesis of very high standard and/or high scientific value
Twitter @limsater