Marlena Fecho
*******.*****@*****.***
cseweb.ucsd.edu/~mfecho
INTERESTS
Photorealistic Rendering, Global Illumination, Physically-Based Simulation, 3D
Reconstruction.
EDUCATION
University of California, San Diego, La Jolla, CA 2012
Candidate: M.S. in Computer Science, specializing in Computer Graphics and Vision
Relevant Coursework: Rendering Algorithms, Computer Vision I, Multi-View Geometry
California Institute of Technology, Pasadena, CA 2008
Graduated: B.S. in Electrical Engineering
Relevant Coursework: Computer Graphics, GPU Programming, Machine Learning, Microprocessor
Systems, Analog
Electronics, Differential Equations, Linear Algebra, Classical Mechanics, Statistical
Physics
PROFESSIONAL EXPERIENCE
Immersive Visualization Lab, CalIt2 Jan 2011 - presentGraduate Researcher
Working with a team, exploring techniques for producing textured 3D maps in real time
using an Xbox Kinect.
University of California, San Diego, Computer Science and Engineering DepartmentSep 2010
- presentTeaching Assistant for CSE 3, an introductory programming course
Working with a team of 5 TAs, 30 undergraduate tutors and the professor to manage a 550
student class.
Supervised lab sections, graded labs and projects, handled student's questions and
logistic issues.
Sportvision Inc, Mountain View, CA Jan 2008Sep 2010Sr Software Engineer
Worked with a team on a lidar-based soccer player tracking system. Helped develop the
clustering and tracking
algorithms. Developed a tool to replay recorded lidar data, emulating the actual lidars.
Took this system to several
field tests, where responsibilities included setup, troubleshooting, and implementing
last-minute features as needed.
Worked with a team on a video-based baseball player tracking system. Detected players
automatically, using
computer vision techniques. Wrote filters to read from cameras, playback recorded footage
and decompress various
video formats. Performed several iterations of field testing and refinement of
algorithms. Deployed a semi-permanent
system in AT&T Park for the San Francisco Giants.
Development was primarily in C++.
California Institute of Technology, Computer Science Department, Pasadena, CA June 2007 -
Dec 2007Summer Undergraduate Research Fellow / Research Assistant
Developed a Java-based tool for simulating an asynchronous, multi-agent system that
assumes formations.
Experimented with different algorithms and analyzed their performance in order to
improve the methods.
TECHNICAL SKILLS
Languages: C++, Python, Java, MATLAB, C, C#, SQL, 8086 Assembly, Flash Actionscript
Graphics Programming:OpenGL, GLSL, Cuda
Graphics Software: Adobe Photoshop, Maya, Lightwave, Google SketchUp
PROJECTS
Class Projects:
Ray Tracer: Current work for CSE 168. Features include ray-triangle intersection,
lambertian, specular,
refractive and phong shading models, procedurally generated textures, bump mapping, HDR
environment mapping, and shadows. Written in C++, using Miro base code.
3D Shaded Rasterizer: Given input of Open Inventor format, and shading method (Flat,
Gouraud, or Phong), rasterizes
the scene, using z-buffer technique, in an interactive window. Written in Python.
Independent Projects:
Particle Fountain: Continuous stream of particles with variable direction and speed.
Written in Python and OpenGL.
2D Collision Engine: Animated environment with in which a moving circle collides
realistically with fixed, arbitrarily
shaped objects. Written in Flash Actionscript.
ACTIVITIES
References available upon request.