Responsibilities include:
- Led the design and optimization of the rendering system for the new version of the high-fidelity simulation platform SAPIEN, supporting both rasterization and ray tracing pipelines, with batching rendering optimization implemented in Vulkan.
- Designed and implemented a physically based material system, featuring diffuse/specular IBL, GGX BRDF/BTDF with material layering, and multi-scattering energy compensation for physical correctness.
- Designed and implemented a Blender-compatible node-based shading system, enabling flexible material authoring and seamless reuse of Blender workflows.
- Implemented rasterization shaders for Gaussian Splatting, integrating point-based neural scene representations into the real-time rendering pipeline.