About
I like to make things, mostly in 3D (games, XR, point clouds, Gaussian splats). Lately that means 3D capture and machine learning. I’ve been a programmer, a technical lead, a co-founder, a teacher and a technical evangelist, and the thread through all of it is building something and then showing people how it works.
I started in AI, back when that meant something different. I helped build a neural-network search engine that answered plain-English questions, did a Master’s in Intelligent Systems, and wrote a thesis on giving game characters emotions.
Then I spent a long time making games. I ran the tech team at Transmission Games, where we rebuilt London from OpenStreetMap data. I led programming at Big Ant. I was a co-director at League of Geeks working on Armello. I was the only programmer on Oscura Lost Light. Games taught me about performance and hardware as well as psychology and human experience.
After that I got interested in putting the real world into the picture. At Dekko in San Francisco I built Augmented Reality on the iPhone before ARKit existed: no markers, no depth sensor, just the camera. At Many Monkeys I wired rooms full of Kinects together to turn spaces into playgrounds. At the University of Newcastle I built VR classrooms, a crime scene for criminology students and a radiation lab for physics.
For a few years I was Unity’s Technical Evangelist for Australia and New Zealand. I wrote shaders that still ship in AR Foundation, helped run a 500-person conference three years running, and taught rendering to everyone from primary school kids to conference halls. I specialised in XR and worked closely with Microsoft and the Hololens.
More recently I’ve worked closer to the data. I led a team processing rail point clouds at scale, then did a run of machine learning projects: tracking players from broadcast footage, measuring athletes from phone video, and an acoustics recogniser that could be fine-tuned by audio experts for different applications. That one became a paper at Inter-Noise 2026.
Now I’m building CultCap: a phone app and pipeline that turns a walk around an object into detailed 3D. I want a regional museum to be able to put its collection online without a $50,000 scanner. I’ve written about why I’m doing this.
I live in Newcastle, Australia. I build in the open and write here about what I learn.
Publications
Clayton Sparke and John Sietsma. An Update on Evaluating Sound Pressure Levels of Noise Sources in Busy Noise Environments with Deep Learning. Proceedings of INTER-NOISE 2026, Adelaide, August 2026.
Patent applications
- Designating Real World Locations for Virtual World Control. US 20130215109, filed February 2013. Silka Miesnieks, John Sietsma.
- Augmented Reality System Using a Portable Device. US 20130215230, filed February 2013. Miesnieks, Miesnieks, Baillot, Gardeya, Naimark, Maes, Sietsma.
Elsewhere
- GitHub: open source projects, including ExtendingLWRP and ARCameraLighting
- Sketchfab: photogrammetry captures of street art, murals and industrial heritage
- Talks on YouTube, including Extending the Lightweight Render Pipeline from Unite and Mobile AR Design: From Start to Finish from AWE
