Resume
Education
Carnegie Mellon UniversityPittsburgh, PA, U.S.
Master of Science in Electrical and Computer EngineeringAug. 2023 - May 2025
Courses:
Downstream
Foundations of Computer Systems (CS:APP), Computer Graphics, Introduction to Computer Security;
Upstream
Building Reliable Distributed System, How to Write Fast Code II;
Others
Introduction to Game Design;
More Later
Computer Game Programming, Real Time Graphics, Computer Vision for Engineers, Cloud Infrastructure and Services;
Tiangong UniversityTianjin, China
Bachelor of Engineering in Computer Science and TechnologyAug. 2018 - Jun. 2022
Courses:
Fundamental
Calculas, Linear Algebra, Probabilistic, Data Structure and Algorithms;
System
Principles of Computer Composition, Compile System, Operating System, Computer Networking, Database, Cloud and Distributed System;
AI Related
Machine Learning, Computer Vision, Digital Image Processing, Reinforcement Learning;
Projects
2024 Summer
◼︎ Unity Mini Game - Haunted Jaunt [Link]
Brief
Single-player game where the player can choose haunted house levels, arm themselves, avoid being chased by ghosts, bypass traps, and find the exit to escape.
Features
(Functions) Dynamic resource-loading, Memory management, Network Module, Event Manager, Trigger Manager;
(Behavior) Consistency between keyboard and control joystick input, Layerd Animation;
(Tech) NavMesh, Libuv, Google Protobuf;
(Shader) Outliner, Dissolve, Global Scanner.
Preview: John Lemon in Haunted Jaunt
◼︎ Shadows [Link]
Brief
Implemented the core functions for rendering Hard and Soft shadows based on already built Shadow Maps.
Features
Shadow Maps, Percentage-Closer Filtering, Percentage-Closer Soft Shadows, Poission Disk Sampling.
Preview: Render Result of GAMES202 Mary
2024 Spring
◼︎ Animation [Link]
Brief
Implemented Forward and Backward Kinematics for supporting smooth child-to-parent and parent-to-child skeleton transformations. Add Linear Blend Skinning to get the mesh to follow the movements of the skeleton. Complete a simple Particle System.
Features
Hermite Curve, Catumull-Rom Spline, Linear Blend Skinning, Particle Simulation.
◼︎ Path Tracing [Link]
Brief
Implemented the path tracing pipeline based on rendering equation of Monte Carlo integration.
Features
BVH accelarating data structure, BSDF, Materials(Diffuse/Mirror/ Refract/Glass), PDF/CDF Sampling, Uniform Sampling, Multiple Importance Sampling, Environment Lighting.
Preview: Rendering Stanford Bunny
◼︎ Mesh Edit [Link]
Brief
Implemented some local and global operations for model editting based on Halfedge data structure.
Features
(Local Op) Edge Flip, Edge Split, Edge Collapse, Face Extrude; (Global Op) Triangulation, Linear Subdivision, Catmull-Clark Subdivision, Loop Subdivision.
Preview: Editting Stanford Bunny
◼︎ Software Rasterizer [Link]
Brief
Implemented a complete rasterization graphics rendering pipeline, supporting offline rendering.
Features
Model Display Mode (Wire/Flatten/Interpolation), Bresenham Line Algorithm, Depth test, Alpha Blend, Mipmap, Bilinear / Trilinear barycentric interpolation, MXAA.
Preview: Rendering Stanford Bunny
Personality
See [Link] for my detailed report.