I'm Gleb, mechanical engineer born in Russia.
I left my homeland after high-school and came to Germany for the technical university education.
I've always been fascinated with new technology. All it took, was for my natural science teacher to inspire me for the rest of my life.
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Whenever I have time away from university, I will learn new coding languages, start modelling projects for my 3D printer or create small application / games in Unity. I'm always looking for new exciting challenges.
Currently my new passion is Deep Learning and 3D Scanning and Reconstruction.


Gleb Gorbachev
Mechanical Engineer
Developer
PERSONAL WORK
Animated assembly of a hydraulic clutch for the Street Sweeper project was a necessary task to portray a way to present assembly instructions. Clutch is an important sub-system of the overall design and its rendering instructions were carefully presented with Keyshot rendering software.
Mechanical Design
Part of my Mechanical Engineering Degree was learning to design, conceptualize and prototype for several projects.
During a year long course I was taught everything from mathematical computational with Maple, down to final renderings in Keyshot. A lot of necessary techniques were self-taught and mastered through continuous practice and search for new projects. One of the most challenging tasks being the technical drawing. It took months of practice to perfect and a lot of preparation to present in the final examination.
Modelling in CAD software provided an unexpected perspective on review of the created designs and assemblies. It helped bring the drawings to life and visualize product concepts.
Highlights
Complete design of a powertrain:
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Brush system,
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Hydraulic Clutch,
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Torsen LS differential,
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Multistage planetary gearbox.
Precise construction of firearm components.
Arrangement of the lubrication and sealing systems in the contamination-free mixer.
Software
Maplesoft
Drawing
PTC Creo
Keyshot
Presentation of my internship results at Bosch to the Leadership team. A final application is presented and tested for the user friendliness and software capabilities.
VuMark - a customized and brand-conscious design of a QR-Code. It was developed by me for the applications inside the shared framework of the HoloLenses. Providing customers with unique VuMarks allowed protected access to their requested models.
Occlusion culling applied to a pick-up model was used to portray its accurate location behind real and virtual objects. Robot tracking and position control ensured a secure environment for warehouse workers to work in. Information was provided from a Fleet Management system and gave continuous feedback to the user.
Animated Rendering of the SpaceMesh created by HoloLens at the place of Deployment. SpaceMesh is useful to store the environement information and reuse it in further deployment. Artifacts of this Render reflect the behavior of HoloLens and help the developer to adjust his operation.
Map Navigation presented in 2D and 3D fashion allowed users to mentally visualize the surroundings in a comfortable fashion with maximum information transfer in the smallest amount of space. 2D is useful for constant feedback, while 3D is useful for long-term planning.
Augmented Reality
Bachelor thesis in Augmented Reality was a challenging, but even more so, a breathtaking experience to conclude my Bachelor studies in KIT.
In a short time frame i was required to learn a new coding language C#, find out how to build apps in Unity and deploy them to a wearable headset such as HoloLens. This stimulating task promoted a lot of self-teaching, and was rewarded with a final application that was used by the superiors at the institute to prove work of concept.
Thesis was a part of Warehouse Automation with use of Augmented Reality to simplify interaction with warehouse components (shelving, pick-up robots) and information display.
Highlights
Application building in Unity and Deployment through Visual Studio.
Standalone modules for the in-app interaction:
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Occlusion Culling of pick-up robots,
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Marker-based image recognition and tracking,
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Plane-Clipping of a 3D Navigation in-house Map,
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Minimap display, light-particle pathway and information display.
Internship at Bosch followed the direction of my Bachelor thesis. Besides working with data and building feedback websites in Splunk, I got to develop a standalone framework for the shared use of multiple HoloLenses at the same time. The task was to reduce the necessity of the First-Model production, which is known to be costly and time-consuming. Using several HoloLenses I created a shared environment for the users to interact with and have an ability to manipulate a model.
Highlights
Shared Network building in Unity and Deployment through a local server.
Standalone modules for the in-app interaction and customer presentation:
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Implementation of VuMarks and more advanced marker-based recognition,
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Shared Network for up to 6 users to participate in,
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Glance-highlights for customer focusing,
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Texture and shape on-the-go visual adjustments,
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User identification and Master-of-network mode.
Software
Vuforia
HoloLens
C#
Visual Studio
Unity3D
Architectural design is one of the interesting sculpting directions that i attempted in Blender. Using some inspiration from the private houses that drew my attention over the years, i constructed a model of a warm-climate one-level residence.
Node Texturing in Blender brings the models to life and presents them in a beautiful fashion before they are sent to the printer. High quality renderings present accurate representation of what it would look like in real life and portrays the quality that GUMROC represents.
3D Printing the models is the final touch. Choosing the infill settings, experimenting with colors and setting extrusion settings, all of this is a big part of every project.
3D Printing, Sculpting
Learning Sculpting as a side-hobby was motivated by my interest towards a new look on CAD Software. Blender presents possibilities vastly different from those that you can find with PTC Creo. Being able to texture your models to your liking, set up lighting conditions and environment for rendering, turned out to be an amazing feature, which pretty much took over my modelling.
Even though CAD is better at technical tasks, Blender showed much more promise for further development and it offers free GPU rendering! So after a 50+ hours course on Udemy, i was ready to jump into Blender with professional knowledge and start a big project with my friend - GUMROC, technological Instagram account full of exciting projects that we wanted to experiment with.
Availability of a 3D Printing technology made this process even more exciting, since all models could be brought into life and experimented with.
Highlights
​3D Printing with PLA, ABS, PETG.
Blender features:
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Animation and Video editing,
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Blender-Cycles GPU rendering,
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Fluid and Rigid Body simulation,
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Node Texturing, Sculpting, Re-topology.
2D Teaser Creation with a unique-color palette.
Software
Blender
Slic3r
Ender 3
Several Testing scenes were setup. Each scene was scanned and processed. Additionally it was recreated using a modelling software. This test of concept showed that using a GPU accelerated KinectFusion gives much faster modelling result in comparison to a from-a-scratch construction.
A game was implemented in Unity3D to showcase the use of our Kinect fusion results. Selection of several vehicle types, friendly UI and car dynamics are some of the things implemented to make our project standout. Both reconstructed and modeled meshes were presented.
One of the things that was observed, is that its really hard to witness sudden changes and mistakes in the resulting meshes. Meshes are exported every few iterations, but seeing still pictures wasn't informative enough. Wavefront-object export setup together with a scripted animation allowed more detailed feedback.
To test further application of our projects we did a scan of one of our group members. Quality turned out very nice and shower potential for further development, which will be used in my 3D printing and Augmented Reality projects
KinectFusion for Unity
This was a group project for the 3D-Scanning and Motion-Tracking class in TUM, where i did my masters in Robotics, Cognition and Intelligence. We chose the Kinect Sensor to develop a 3D scanning approach to augment and simplify game development. Project encapsulated scene scanning, processing and import to the Unity3D game engine, where the final steps aligned the map and a drivable model a car to prove the concept. Additionally I experimented with GPU acceleration, body scanning and further Kinect concepts, in order to gain additional advantage in the project and be able to use it in further 3D Printing for the personal projects.
Highlights
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Unity game scene development,
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Team-work organization and group leading,
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Static object recreation and face / full-body reconstruction,
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CPU parallelization and GPU acceleration for better performance,
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CPU implementation of an ICP algorithm to optimize the final mesh.
Software
CUDA
C++
Kinect
Visual Studio
Unity3D
Think Make Start
This video was part of my application process for TMS course, which brought together a group of 5 students to design, prototype and present their product idea in a competition between 10 student teams. To show my passion and possible skill contribution, i designed a video to summarize my skills as a mechanical engineer.
Highlights
Blender proficient animation techniques:
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Fluid, Smoke and Glass Fracture simulations,
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Node Graph Material / Texture design and rendering,
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Creative input to a presentation of a mechanical concept.
Software
PTC Creo
Blender
A great team of Business and Tech students got together to bring one of the most memorable projects of Think Make Start. Using our unique skills we delivered the best performance over the course of 2 weeks.
Only when the sensor could withstand the environment and conditions of a real test, were we satisfied with our product. We build a test bench to present that our sensor works at the presentation.
I saw the problem with 3D printing at BMW as an important one to tackle. We created a product around that problem and provided a unique solution to solve the enormous bottlenecks caused by the workers onsite.
Our robot had to provide force like a grown-adult, since it moved 150 kg of the powdered filament and had to ensure a tight fit of a trolley inside the printer. We made sure to have a robust and intelligent solution to automatize the process.
We tested our initial version of a sensor inside concrete. One of the experiments gave us a famous concrete solidifying curve, which proved that our sensor worked. Other data provided additional important information.
Once the sensor was working, we worked on making it as small as possible. The shape was chosen in order to get the best data readings, while being robust. Metal "rings" measure the temperature, pressure and humidity.
Think Make Start
After a successful application, i joined TMS and took part in a 2 week prototyping spree. However once i was introduced to the UnternehmerTUM infrastructure, i joined multiple projects and worked on my startup skills, expanding my skills in many different directions.
Think Make Start: UTUM
At TMS, a 2-week course on developing a prototype at Technical University of Munich, four friends and I developed a solution for yacht charter companies.
By interviewing over 30 experts in Europe, we found out that the family-run companies suffer financially from undisclosed damages.
We (Silience) developed a working prototype of a plug-and-play collision sensor with an app to solve that. Among 8 participating teams, we won the START award for the best business potential.
Think Make Start Industry: BMW
After TMS, i worked with BMW creating a problem-solving product during the duration of a whole semester. My team SKAPE worked on an AGV robot that would automatize Additive Manufacturing at BMW using HP printers.
Currently the process is heavily-manual and can't take full advantage of the 3D Printing technology. We designed a solution that will help BMW to improve their production and increase the production capacity by up to 300%.
Think Make Start: BE5
Another project that I took part in, was BE5 - Built Environment Focused Innovations, Ventures & Entreprises. Established companies, startups and student groups come together on a neutral basis to implement innovative solutions based on the latest methods and technologies.
My team Consee designed and created a product for wall characteristics sensing and control. By implementing our solution during construction, we are capable of measuring the information inside the building wall and warn the constructors about the temperature, humidity, pressure and other important variables.
Cyberpunk 2077
As a part of my Gumroc collaboration with an Instagram cosplayer @xenoncosplay, i designed and built a full suit for the Cyberpunk 2077 cosplay competition. During a period of a whole month i spent every free evening modelling, 3D printing and painting the parts of the Trauma Team Medic.
Cyberpunk Competition was about replicating the original model from the video-game as close as possible. I was given only the images of the character and had to reproduce the whole suit and all adhering parts.
This project was truly amazing, and required a lot of time and proper planing, since i was also studying on the side. After 3D printing every necessary component, I also had to take care of the textures, electronics, painting and making everything look as realistic as possible.
Finally the photo-shoot took place in Frankfurt, where we assembled the whole suit and found scenarios to represent our cosplay in the best possible light.
Software
Blender
Slic3r
Ender 3
Comparison of the CAD model alignment with the mesh of a room VS the voxelized mesh of a room. Voxels are used bythe network to learn the CAD alignment. Generating Voxels out of a scanned mesh is an important procedure which took time and effort to perfect.
Rendering of Result Visualization for the scan of the room in my house. The periodical updates of alignment and mesh enlargement can be seen. Those updates run real-time and present the user with continuous feedback.
Scan2CAD
After successfully completing my 3D Scanning and Motion Capture course, i also enrolled in a 3D Scanning Praktikum. Having a choice between Face capture, Triple Camera Volumetric Fusion, Real-time instancing and Real-time Scan2CAD, i decided on the last one because of my passion to modelling and interest towards Machine Learning.
My group worked on creating implementing a Voxel Hashing pipeline together with an End-to-End Convolutional Neural Network to create a full framework for Scan to CAD alignment.
The challenge of this task was to maintain balance between real-time capabilities, high accuracy performance and visual user feedback. We achieved all these sub-tasks throughout a semester long task.
Highlights
Working with an exciting institute on a very challenging task
Framework features:
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Implementing Voxel Hashing in C++
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Developing Convolutional Neural Network in Python
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Bridging a domain gap between the scans and a network
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Working with Kinect sensor on real-time scanning capabilities