My name is Lars Nikander Frandsen and I'm System Developer at Illumi A/S. I work in the gray area between being a consultant and a programmer, trying to find the perfect solution for clients and actually being able to make them.
My strong suit is back-end development, mainly Umbraco .NET and Java, but I also have experience with frontend development and electronics.
I am engaged with my lovely fiance, and in our spare time we try to see the world by traveling as much as possible, or do various of renovations and projects in our apartment.
Developing .NET ApplicationsApr 2016 - Present
Educating school kids in programming Lego Mindstorms Robots.Aug 2015 - Nov 2015
Working on a project for Smukfest and InfinITMay 2013 - Aug 2013
Documenting events and gigs, and took some mood pictures for a their website.Nov 2011 - Jun 2012
Running errands, keeping track on office supplies and in-house couriering.Aug 2008 - Dec 2008
I specialized in the development and design of embedded systems, Artificial intelligence, pervasive computing and distributed software architectures.2014 - 2016
Specialized in Internet of Things and Product Development2010 - 2014
Studying digital photography and photography as art. Weekly projects with some kind of dogma or theme to expand my own photographic language and use the concept of photography to communicate ideas, emotions and stories.Jan 2009 - Jul 2009
Completed the exams in Application Integration and, Searching and Indexing.2016 - 2017
How to build online shops using best practice and deliver high quality projects to your customers. Going through everything from the basics of product management and checkout to Marketing, Campaigns and Ucommerce pipelines.2017 - 2017
This is our Smart Radio, it fetches streams from DR, BBC and Radio Wave, and many more. Furthermore, it has WiFi Audio Stream, weather reports, and an alarm function.
The idea is that sound should be reflected and refracted upon hitting the environment. The refraction controls the amplification of the sound and reflection controls the reverberation and all rays are calculated in stereo.
Using Cube Marching I smoothed out 3D Perlin noise voxels to generate what seems as rugged terrain instead of cubes and added a chunk buffer and a tessellation feature.