SUMMARY:
Over ** years of experience in Software development.
Experience in 3D graphics, Military applications where I can utilize my knowledge of Software and Digital Communications, Computer Vision and VR applications.
Excellent Math skills including 3D math, Graphics & Vision algorithms, Digital Communications. Jim Semeda
Cell: 805-***-****
**********@*****.***
1878 San Luis Obispo, CA 93406
SOFTWARE SKILLS QUALIFICATIONS EDUCATION
Programming in: C, C++, C#,
Python.
OpenCV, OpenXR.
Windows, Linux, VxWorks.
Computer Graphics, 3D, DSP,
Computer Vision, OpenGL,
Vulkan, DirectX 12, CUDA.
Experience developing:
Algorithms for Computer
Vision & Virtual Reality
Computer Graphics, 3D
graphics, Unreal Engine
Communication systems
software
GPS applications
programming
Computer Vision
Masters of Computer
Science, 1996
University of Southern California
Masters of Pure
Mathematics, 1990
University of California L.A
Masters of Electrical
Engineering, 1988
Northrop University, L.A
• Worked on a military system software converting it to run on CUDA for improved performance. The software was originally written in C++, some parts of it was also written in Matlab for verification.
• Implementation of a VR system to control robots. Used video streaming software, OpenXR, Vulkan.
• Software development for Parallel Reality displays, displays that deliver different content depending on your location.
• Wrote several tools for content delivery as well as display calibration. Research & Development Engineer for VR technology.
• Conducted R&D on Computer Vision Image Analysis and Scene Reconstruction from 2D images as well as 3D Computer Graphics rendering techniques to improve visual quality of VR scenes. Used OpenGL and DirectX DXR for rendering using Voxel Cone Tracing and Ray Tracing rendering technologies. EXPERIENCE
6/2016 – 2020 ConsilioVR, VR R&D Architectural visualization 6/2020 – 7/2021 Misapplied Sciences, Software Engineer, on contract 11/2021 – 10/2022 Altec, Software Engineer
7/2023 – 3/2024 SRC Inc, Software Engineer
• Architectural visualization creating fully constructed 3D VR scenes from 2D images and real time scene editing.
• 3D reconstruction from 2D images.
Research & Development Engineer for VR technology.
• 3D-reconstruction of point cloud data to test constructing meshes from point clouds obtained from sensors in real time
• Researched the possible ways to implement a massive point cloud server that could render meshes in real time over a browser.
• Researched and implemented Sparse Voxel Octrees and their use with Global Illumination rendering techniques specifically Voxel Cone Tracing. Used OpenGL and DirectX for rendering.
• Implemented a calibration system for motion tracking cameras. Senior Software Engineer, on contract.
Implemented Computer Vision algorithms for a commercial real-time maritime product on a Myriad-2 board.
The application performs Object Detection and Tracking of marine vessels using video feed from Infra-Red video cameras.
Development was on Linux and Windows platforms while using Matlab and OpenCV to verify the C++ implemented algorithms.
● 9/2014 – 7/2015 Utopia Compression, L.A.
8/2014 – 5/2016 Worldviz, Santa Barbara
Senior Embedded Software Engineer.
Worked on a DARPA project ALASA (Air Launch Assisted Space Access) involving launching small satellites from a fighter plane using a small air launch vehicle.
Development was Embedded Software for a specialized board under VxWorks 9.3 OS using Workbench IDE and modifying an existing BSP.
GPS data was obtained from a JAVAD receiver and telemetry was transmitted to satellites in orbit to be downlinked to a ground station. Self- destructing capabilities were implemented and checked at 10 hz. Senior Software Engineer, on contract.
Worked on the Video system of the F-35 fighter plane implementing the Software for video frame capturing using the latest Frame Grabber technologies (CoaXpress) and comparing results of different data transfer protocols to achieve the fastest data rate possible.
Implemented an application to write and read raw data to and from a memory card without the use of a file system.
● Took Ime to learn online investment strategies and started my own investment business.
● 9/2012 – 11/2013 Space Information Labs, Santa
Maria
● 7/2011 – 6/2012 Lockheed Martin, Goleta
2008 – 2011
Senior Systems Analyst.
Systems Analyst / Hardware and Software Engineer. Worked under a Defense contract with the PETS, Performance Evaluation Testing and Simulation, group as a government consultant on missile launching technologies IV&V.
Performed work for the Government and the Air Force sectors analyzing flight systems, software and hardware, used in missiles launch and tracking.
Served as the government consultant on the missiles tracking and guidance system GTP, GPS Translator Processor, built by IEC, Interstate Electronics Corporation. Developed a software simulator for the missile tracking system for testing, debugging and validating the systems functionality and the algorithms used.
Served as a member of the TGRS team for the GPS assisted flight tracking and guidance system.
Tested and evaluated problems related to radar systems and provided recommendations for fixing the problems as well as simulating the proposed fixes on MATLAB for testing with real data to evaluate the validity of the fixes.
Built a software simulator for the MFTGS, Missile Flight Termination Ground System, to test and debug the system.
Evaluated the CRTF, Common Real Time Debris Footprint, software package for the US Navy which is used in the pre-mission analysis. 4/2004 – 11/2008 ACTA-SC, Vandenberg AFB, CA
Lecturer in the Electrical Engineering Department.
Managed a team of 5 engineers, led the development of 3D commercial rendering plug-ins for Internet Explorer and Netscape Navigator for use in E-Commerce applications running on Windows, Linux and Macintosh operating systems.
Worked on the James Bond franchise team. Modified the Quake III Arena game engine for use with the PC and the PS2 SKUs.
Rewrote and integrated several modules in the game engine including the sound, shader, lighting, animation engine and rendering modules.
Rewrote parts of the rendering. Math and physics routines to utilize hardware acceleration. Wrote the TDD and scheduled all development tasks for the PC SKU.
Wrote the TDD and scheduled all development tasks for the PC SKU.
● 1/2002 – 1/2004 Calpoly University, San Luis Obispo
● 10/2000 – 10/2001 Graphic Gems Inc.. Mountain View, CA
● 11/1999 – 9/2000 Electronic Arts. Redwood City, CA
Worked on the tools used in the company for scene layout and animations.
Was a member of the Munch’s Odyssey team for the PC and later the XBOX.
Worked with the Unreal Engine on the PC SKU to build parts of the game.
Modified and added game physics and optimized Math routines.
Sole programmer for Sid’s Toy Story, a virtual toy building game at Disney’s Orland, FL Theme Park.
Wrote the TDD and coded the entire game based on input provided by Disney’s producers.
A 2-D side-scroller game, worked with hundreds of images simultaneously, using low-level image manipulation techniques.
Developed 2-D Image library to manage, animate and process 2-D images in Bitmap and JPEG formats
● 1/1998 – 10/1999 OddWorld Inhabitants. San Luis Obispo
● 7/1997 – 1/1998 Digital Evolution. Brentwood, CA
Wrote an automated script generating tool to assist the game artists for scenes layout.
Designed and develops a cut scene movie player, and programmed in- game graphics and sound routines using DirectX components and Renderware.
Wrote hardware controls for Disney’s Mighty Ducks Pinball Slam Jam virtual ride.
Developed Windows and OS/2 applications in C and C++ under contract for IBM on different platforms.
● 9/1996 – 7/1997 Insomniac Studios. Los Angeles, CA
● 1/1996 – 6/1996 Axtive Software. Westlake Village, CA