Qiaosen Chen
https://giaosame.me adkv4g@r.postjobfree.com 267-***-****
EDUCATION
UNIVERSITY OF PENNSYLVANIA
MASTER OF SCIENCE IN ENGINEERING, COMPUTER GRAPHICS Expected May 2021 Philadelphia, PA
GPA: 3.68 / 4.0
SOUTHEAST UNIVERSITY
BACHELOR OF ENGINEERING IN SOFTWARE ENGINEERING
Sept 2015 - Jun 2019 Nanjing, Jiangsu, China
GPA: 3.58 / 4.0
SKILLS
LANGUAGES
C++, Python, Java, JavaScript, GLSL, SQL, HTML,
CSS
SOFTWARE
Visual Studio, Qt, Git, Jupyter, RenderDoc,
Unreal Engine, Unity
FRAMEWORKS / LIBRARIES
CUDA, OpenGL, Vulkan, Node.js, Bootstrap
EXPERIENCE
TENCENT AMERICA MEDIA ENGINEER INTERN
Jun 2020 - Aug 2020 Palo Alto, CA (remote)
• Captured images in Unreal Engine and implemented the conversion of Cubemap and Equirectangular images.
• Synthesized intermediate 360 images with OpenCV, based on the Stereo Matching algorithm and Spherical View Synthesis model, and blended images together with DeepBlending model in TensorFlow.
• Merged a sequence of images into a video and converted it to 360 video by Google Spatial Media tool. HUAWEI TECHNOLOGIES SOFTWARE DEVELOPMENT ENGINEER INTERN Dec 2018 - Mar 2019 Nanjing, Jiangsu, China
• Developed the Java backend of a microservice used to monitor and predict the traffic data on the network links, using the Spring Framework.
• Implemented the function of calculating mimic traffic and the function of batch activating expansion of volume according to the YAML files. Tested those functions with Postman after deployment.
• Wrote Python scripts to generate mock traffic data and mock traffic event data, and stored the data in Redis. PROJECTS
WEBGL FORWARD+ AND CLUSTERED DEFERRED SHADING WEBGL, JAVASCRIPT, NODE.JS, GLSL
• Used the Forward+ and the Clustered Deferred Shading to render a scene with hundreds of lights efficiently.
• Implemented Blinn-Phong shading for point lights and reduced the number of g-buffers for optimization.
• Used Node.js to run the project on a web server. VULKAN BASED GRASS SIMULATOR AND RENDERER C++, VULKAN, GLSL
• Represented grass blades as Bézier curves and simulated physical model with gravity, recovery and wind forces.
• Culled those blades with front face direction perpendicular to the view vector or outside of the view-frustum.
• Implemented tessellation with varying levels of detail as a function of how far the grass blade is from the camera. CUDA PATH TRACERWITHDENOISER:GPU BASED RENDERER C++, CUDA, OPENGL
• Achieved diffuse and specular reflection, and refraction with Fresnel effects using Schlick’s approximation.
• Implemented arbitrary mesh loading and glTF files rendering with bounding volume intersection culling, texture mapping and normal mapping by using texture memory in CUDA.
• Denoised the originally rendered images with the implementation of A-trous wavelet filter. MINI MAYA: QT BASEDMESHEDITOR C++, OPENGL, GLSL, QT
• Constructed mesh using half-edges and developed GUI with visual debugging and topology editing tools.
• Implemented Catmull-Clark subdivision and the functions of extruding faces and selection via ray casting.
• Built up the virtual skeleton structure with shader-based skin deformation. AIR PAINTER: VR PAINTING GAME C++, UNREAL ENGINE
• Developed the drawing function with Spline Component and designed different stroke materials in Unreal Engine.
• Designed the UI in Figma and implemented the game user interface with taking Ergonomics into account.
• Implemented teleport function to move around, and serialized the scene data to save and restore the game.