We founded Rerun after experiencing how central visualization tooling is to bringing computer vision and AI to the physical world. We’ve previously worked together for several years, where great tools were key to our success. After rebuilding those tools for multiple products, we saw how they could be made powerful and general enough to truly accelerate the whole industry.
We’re united by our conviction in the incredible impact computer vision will have on the world, and our desire to build a company where you can both do your life’s work and have space for the important things in your life like family and interests.
Emil fell in love with coding over 20 years ago and hasn’t looked back since. He’s the creator of egui, an easy-to-use immediate mode GUI in Rust, that we’re using to build Rerun. He brings a strong perspective from the gaming industry, with a focus on great and blazing fast tools.
Niko is a second-time founder and software engineer with a computer vision background from Stanford. He’s fanatic about bringing great computer vision and robotics products to the physical world.
Moritz is an entrepreneur with a passion for building customer relationships. He led 3D scanning company Volumental as CEO from pre-product to global market leader, and knows what it takes to both steer a company through choppy water and to go all out when the wind is at your back.
Jeremy has worked at the intersection of developer productivity and computer vision for most of his career. He started his journey on the core ROS team at Willow Garage working on e.g. the rosbag format. Since then he's built tools at Magic Leap, Zipline, and Meta Reality Labs, where he has encountered many of the problems that Rerun wants to solve.
John has gained a deep understanding of the visualization needs in autonomy and automotive from his time as visualization tech lead at Argo AI, and his time before that at AID, Tesla Autopilot, and Honda Racing. He’s written lots of open source Rust related to his interest in cyber-physical simulation.
Clement has already taken the journey from initial team to scaled startup twice. He loves low level systems programming and making things go fast. Most recently he worked on data infrastructure at Zenly. In his spare time he works on his own high performance voxel-based 3D rendering engine.
Andreas has spent his career building game engines. He’s worked at Havok at Microsoft, and then most recently at Unity Technologies. He’s mostly worked on the low level parts of the engines. He’s also passionate about 3D rendering and is one of the top contributors to wgpu.