Own the rendering engine for a large-scale robotics simulation platform, maintaining core infrastructure for embodied AI development.
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 Vulkan rendering system development for a large-scale robotics simulation engine, with rasterization and real-time hardware ray tracing optimized for thousands of parallel environments.
Built a production-style PBR material system with layered GGX BRDF/BTDF and multi-scattering energy compensation.
Built a Blender-compatible node-based shading system to reuse artist-authored material graphs in the simulation engine.
Implemented Gaussian Splatting rasterization shaders for real-time point-based neural scene rendering.
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.
Implemented rendering system features including multiview rendering, geometry instancing, shadow catchers, reflection probes, and tone mapping.