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Engineer Engineering

Location:
Philadelphia, PA
Posted:
March 13, 2021

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Resume:

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.



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