Summary

I obtained a Master's degree in Computer Science from Beihang University's National Key Laboratory of Virtual Reality Technology and Systems, specializing in Mixed Reality. Then, I worked as a Game Engine Developer at Tencent for 2.5 years. I contributed to various projects and honed my skills in game development, I am proficient in C++ programming and have substantial development experience with game engine ( Unity and Unreal ). My passion lies in computer graphics, game deveolpment and VR/AR/MR.

Birthdate

23/11/1994

Nationality

China

Gender

Male

Education

BeiHang University

Computer Science - MSc

2018 - 2021

project 211 and 985

The State Key Laboratory of Virtual Reality Technology and Systems

GPA : 3.70/4.00 - 88.67/100

China University of Political Science and Law

Economics - BEc

2013 - 2017

project 211

GPA : 2.70/4.0 - 75/100

Work Experience

MEGVII

Intern

October 2019 - January 2020

  1. Responsible for developing a real-time indoor reconstruction applicationon on mobile platforms, implementing algorithms based on Elastic Fusion and algorithm optimization based on GPU.

Alibaba

Intern

May 2020 - October 2020

  1. Generated synthetic data for deep learning applications by utilizing game engines, focusing on large-scale scenes and including color, normal maps, and depth images.
  2. Developed virtual character pose-driven functionality based on model predictions and FK(inverse kinematics), responsible for enhancing rendering effects and improving performance.

Tencent

Game Engine Developer

May 2021 - November 2023

  1. Responsible for maintenance and development of game engines.
  2. Assisted in the development and optimization of graphical rendering features, collaborating with the Technical Artists (TA).
  3. Optimized performance of mobile games, focusing on GPU-bandwidth, memory usage and frame rendering time.

Projects

Winter Olympics Venue Data Analysis Application

Developer

  • Proposed and implemented a Low learning cost interaction method based on gesture analysis and ray casting to facilitate large area interaction(6Fod control) in MR environments, based on Hololens2 and Unreal4.

Real-time Global Illumination Development for Mobile Platforms

Main Developer

  • Ported real-time Global Illumination (GI) functionality from UE4 PC version to mobile platforms based on UE4.
  • Optimized algorithm computation time, including frame partitioning, algorithm simplification, and data structure optimization.
  • Enhanced algorithm performance, including mitigating spherical harmonic ringing artifacts.
  • Conducted hardware adaptation for seamless integration.

Real-time ASTC Compression

Main Developer

  • Implemented real-time ASTC texture compression for mobile platforms to reduce memory footprint of high-resolution textures (RVT) during runtime usage based on UE4.
  • Developed multi-mode ASTC compression (4x4, 6x6, rgb+a).
  • Conducted optimization tailored for mobile platforms.

Pilot Training System Based on VR Environments

Main Developer

Integrated human motion capture equipment(NOITOM PN) and Prepar3D(visual simulation platform for fly) for creating environments that offer a more realistic driving experience based on VR device(HTC Vive).

  • Deal motion data and re-direct into virtual environments, enabling users to directly manipulate virtual panels with their hands.

Skills

  • Software

    Unity

    Unreal4/5

    Blender

    Git

    SVN

    Renderdoc

  • Programming Languages

    C

    C++

    Python

    Lua