
Timeline
About me
R&D in Computer Graphics and Rendering
Education

Johns hopkins whiting school of engineering
2020 - 2024Master of science - ms computational and applied mathematicsApplied mathematics, probability theory, analysis

University of auckland
2007 - 2011Bachelor of science (b.sc)/bachelor of commerce (b.com.) computer science/information system
University of auckland
2011 - 2012Bachelor of science honors (bsc hon) computer science first class honors
Experience

The university of auckland
Jan 2010 - Jun 2012Tutored 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 2012COMSPCI Marker
Jan 2010 - Jun 2012

Animation research ltd
Jan 2012 - Jan 2016I 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 2016Software Engineer
Jan 2012 - Jan 2015

Gameloft
Jan 2015 - Jan 2016Mid-level gameplay programmerI 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 2016Senior programmerGraphics 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 2022Software development engineerWith 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 2025Graphics engineerWith 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 - nowSenior r&d engineerResearch and development of rendering algorithm
Licenses & Certifications
- View certificate

Master of science applied and computational mathematics
The johns hopkins universitySept 2024
Languages
- enEnglish
- caCantonese
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