Main maintainer of the rendering engine for the company’s internal simulation platform.
Primary developer of the simulation infrastructure connecting the physics and rendering engines, responsible for their interfaces, data flow, and runtime interaction.
Developed a real-time Gaussian radiance-aware foreground tracing pipeline that transfers HDR Gaussian background illumination onto ray-traced foreground objects.
Robot Simulation Engineer
Hillbot
Led the Rust rewrite of the Vulkan rendering system for a large-scale robotics simulation engine, supporting rasterization, real-time hardware ray tracing, and Gaussian rendering optimized for thousands of parallel environments.
Built a production-style PBR material system with layered GGX BRDF/BTDF and multi-scattering energy compensation.
Research Intern
Hillbot
Maintained an active stereo depth sensor simulation library for realistic depth and infrared signal generation.
Optimized Vulkan rasterization pipelines for GPU efficiency and real-time rendering performance.