Wallace Yuen

Wallace yuen

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location of Wallace YuenAuckland, Auckland, New Zealand
Phone number of Wallace Yuen+91 xxxx xxxxx
Followers of Wallace Yuen525 followers
  • Timeline

    Jan 2010 - Jun 2012

    INFOSYS 280 Teaching Assistant

    The University of Auckland
    Auckland
    Jan 2012 - Jan 2016

    Software Engineer

    Animation Research Ltd
    Jan 2015 - Jan 2016

    Mid-level Gameplay Programmer

    Gameloft
    Jan 2016 - Jan 2016

    Senior Programmer

    Grinding Gear Games
    Jan 2016 - Jan 2022

    Software Development Engineer

    OTOY
    Jan 2023 - Jan 2025

    Graphics Engineer

    Marmoset
    Current Company
    Jan 2025 - now

    Senior R&D Engineer

    OTOY
  • About me

    R&D in Computer Graphics and Rendering

  • Education

    • Johns hopkins whiting school of engineering

      2020 - 2024
      Master of science - ms computational and applied mathematics

      Applied mathematics, probability theory, analysis

    • University of auckland

      2007 - 2011
      Bachelor of science (b.sc)/bachelor of commerce (b.com.) computer science/information system
    • University of auckland

      2011 - 2012
      Bachelor of science honors (bsc hon) computer science first class honors
  • Experience

    • The university of auckland

      Jan 2010 - Jun 2012

      Tutored three semesters of web programming (C#, MVC2, and MVC3, php) Marked assignments for various courses in the Computer Science Department in The University of Auckland, including: CS210, CS215, CS335, CS345, CS367, and CS373.

      • INFOSYS 280 Teaching Assistant

        Jan 2011 - Jun 2012
      • COMSPCI Marker

        Jan 2010 - Jun 2012
    • Animation research ltd

      Jan 2012 - Jan 2016

      I worked on a new 3D sailing viewer with OpenGL, responsible for the application and the underlying in house graphics engine. I implemented the entire lighting system that supported HDRI environment map, together with preconvolved irradiance cubemap, and image based lighting with GGX. I also implemented water rendering using projected grid concept along with fft tessendorf for wave simulation, and different water effects such as boat wakes rendering.I have also implemented a full PBR metallic/roughness workflow and a fullset of PBR tools for material composition to be used for the sailing viewer. Show less Developed standalone applications for sailing visualization with Computer Graphics, where my main tasks involved designing and implementing various applications using different languages and tools such as C++/OpenGL, GLSL, Cg, and Unity. Applied Computer Graphics algorithms and integrated multiple features into the back end engine, including GPU morph target animation, and BRDF material lighting. I designed and created the front end GUI in QT, which involved multiple cameras to be rendered simultaneously, where multiple threads and contexts were used to optimize the rendering in multiple windows. Other than that, custom QT widgets were created to for video editing features.Also initiated the development and maintained the interoperability of FBX files with the back end engine, to support 3D models created by modellers. Show less

      • Software Engineer

        Jan 2015 - Jan 2016
      • Software Engineer

        Jan 2012 - Jan 2015
    • Gameloft

      Jan 2015 - Jan 2016
      Mid-level gameplay programmer

      I worked on Game Evolution Updates for Ice Age Adventure, where I implemented features and bug fixes for the update. During this period, I have used C++, GLSL, and also ActionScript for the project I have worked on. Main features I have worked on included: fog of war game code and shader, waterfall shader, tinting shader controlled via flash frames for 3D models, ads, online leaderboards, I was involved in the biggest updates for Ice Age Adventures which included the Scratlantis village, and was heavily involved in the implementation of secret levels (gameplay, shaders, and also designer tool for the levels). Show less

    • Grinding gear games

      Jan 2016 - Jan 2016
      Senior programmer

      Graphics engine programming with DirectX9 and DirectX11. I participated in the porting of Path of Exile from DirectX9 to DirectX11, handling a wide range of tasks. I have ported particle effects, water rendering to ensure they stay consistent across the two APIs. I have also ported the game to use some API specific features such as hardware MSAA from the original screen space SMAA, and also shadow mapping using the hardware accelerated PCF filtered comparison function available in the DirectX11 API. I also ported the game to DirectX9Ex to enable a better windowing control, in a manner similar to the behaviour of that we have for DirectX11. This increased performance through avoiding unnecessary resource reload during device on lost or on destroy compared to the original DirectX9.I was also involved in porting the game to XboxOne, fixing various issues with library incompatibility such as windowing code and D3DX library and porting to other new libraries such as DirectXTex. Show less

    • Otoy

      Jan 2016 - Jan 2022
      Software development engineer

      With OTOY, I worked on the Octane Renderer's core rendering engine, an unbiased path tracer done in CUDA and C++. I was responsible for improving the shading model of Octane, and introduced support for physically based shading model through the design of a new multi-layered BSDFs model in our shading kernel. I have also implemented and designed our uber material model, which supports the metallic-roughness workflow. Other than that I also added multiple microfacet BSDF models and also other specific BSDFs to Octane.I was also involved in CUDA kernels optimisation, and improved the performance of the shading portion of the pipeline in constant iterations through the use of CUDA profilers. I also actively researched state of the art rendering techniques and improved our rendering engine by improving on existing features and implementing new rendering features, including many lights sampling, nested dielectrics, clipping material, variance reduction, procedural texturing, and camera effects. Show less

    • Marmoset

      Jan 2023 - Jan 2025
      Graphics engineer

      With Marmoset, I worked on various rendering features in D3D12/Metal. I developed a uv-less glints shading model for the ray tracing and rasterization pipeline, and integrated it into Marmoset Toolbag’s materials pipeline. Introduced the real-time ray traced AO into rasterization to replace SSAO.I also designed and developed the Hybrid Renderer in Toolbag. The Hybrid Renderer utilized many modern rasterization, path tracing, filtering, ReSTIR-class techniques to deliver an interactive real-time path tracing, with full feature support including all ray tracing features diffuse, specular/glossy reflection, refraction, SSS, GI, etc… Show less

    • Otoy

      Jan 2025 - now
      Senior r&d engineer

      Research and development of rendering algorithm

  • Licenses & Certifications

    • Master of science applied and computational mathematics

      The johns hopkins university
      Sept 2024
      View certificate certificate