01 PROJECTS
MY LATEST PROJECTS
02 EXPERIENCE
2024 Aug - Current
University of Pennsylvania
I am currently pursuing an MSE in Computer Graphics and Game Technology at UPenn.
I mainly specialize in physics-based rendering and AR/VR/XR frameworks, but also enjoy researching non-photorealistic rendering.
2024 Summer
Samsung Electronics
Software Engineer Intern
As a software engineer intern, I worked at the Immersive Software development group to develop and improve on Project Moohan's XR compositor framework.
I contributed to improving our foveated rendering pipeline by creating a testing application for performance comparisons with respect to incremental graphics pipeline and extension utilization changes.
2024 Fall
CUDA Pathtracer
I designed and implemented a GPU pathtracer using CUDA and OpenGL.
This pathtracer displays up to 90% reduction in rendering time compared to a CPU pathtracer.
The project also showcases custom OBJ mesh and texture loading, hierarchical spatial data structure acceleration (BVH), Open Image AI denoiser, and many more.
2022 Jan - 2024 May
Carnegie Mellon University
Teaching Assistant
I worked as a teaching assistant for CMU's Computer Graphics, Computer Game Programming, and Physics-Based Rendering courses.
I actively maintained, optimized, and developed new features for our open source graphics packages like Scotty3D.
2023 Winter
GPU-Based Global Mesh Operation Acceleration
I implemented and benchmarked polygon triangulation on GPU using OpenMP and Open MPI.
This achieved at most 6.03 speedup over a serial implementation.
2023 Fall
Defocus Blur and Chromatic Aberration Simulation
2023 Summer
Carnegie Mellon University
Research Assistant
I prototyped and spearheaded the development of a multiplayer digital audio workstation with Dr. Jim McCann.
I designed and reinforced spectrogram visualization of wave files using fast fourier transform, quadratic peak detection, and transient detection.
I simulated physically-accurate defocus blur and bokeh by developing uniform sampling schemes for custom aperture shape and size.
I also supported chromatic aberration simulation for both rasterizer (texture offsets) and pathtracer (spectral rendering).