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Computer Science Software Engineer

Location:
Pasadena, CA
Posted:
October 19, 2012

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Resume:

Marlena Fecho

*******.*****@*****.***

cseweb.ucsd.edu/~mfecho

339-***-****

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.



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