Lis Dautaj
Hi, I'm Lis Dautaj. I'm a software engineer and 3D visualization specialist currently pursuing a Master of Science in Computer Science at Georgia Tech.
About
Hi, I’m Lis Dautaj. I’m a software engineer and 3D visualization specialist currently pursuing a Master of Science in Computer Science at Georgia Tech. I earned a BS in Mathematics & Computer Science from Emory University and have spent the last few years building GPU-accelerated pipelines, cross-language libraries, and robust tools for data analysis and visualization.
In my roles at Geospace Technologies and Emory, I’ve led platform-wide improvements, modernized legacy codebases, and mentored student developers. I enjoy applying graphics and machine learning techniques with C++, OpenGL, CUDA, and Python to turn complex scientific data into accessible, high-performance software.
- 5 years' experience
- Joined April 2026
Industry experience
- Software & Internet
- Media & Entertainment
- Education
- Professional Services
- Manufacturing
Work experience
Led OpenGL rendering pipelines via VTK abstractions to reduce boilerplate and support visualization of 3D spectrograms, sensor arrays, and FK analysis outputs. Architected a decoupled C++ core library to unify backends and enable cross-language integration. Improved an internal C++ DLL for asynchronous file conversion and compression, reducing processing time from 3 minutes to 15 seconds per file. Optimized GPU-accelerated pipelines for 3D FK analysis using OpenCL, achieving ~85% speedup. Modernized a legacy C app for modern Linux compatibility; designed and implemented a CI/CD pipeline in GitLab with Windows runners. Maintained a C++/.NET Windows application (Quantum Analyzer).
Led cross-platform development for Emorachat (iOS/MacOS/Android) with Flutter/Dart, delivering new REST APIs and device testing. Upgraded the LifeV PDE solver library from C++98 to C++11. Maintained the department’s ARM simulator (Java desktop app) and C++/ARM compilers; performed workload testing with Matplotlib. Supervised and mentored a team of student developers.
Created high-fidelity 3D models and textures in Blender; developed procedural shaders in GLSL-based workflows to produce photorealistic PBR materials. Optimized 3D assets for web-based rendering to ensure stable frame rates across devices for the 'Envisioning Baroque Rome' VR project.
Education
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