Engineering

From ASICs to Software

Hands-on engineering across digital hardware, firmware, embedded systems, and software, especially in 3D graphics and GPU systems.

Technical Depth

Core technical areas

Technically demanding work where architecture, implementation, and system behavior matter.

Graphics & GPU Systems

Rendering, visualization, graphics pipelines, GPU-related systems, and performance-sensitive software.

Imaging & Computer Vision

Imaging systems, image processing, computer vision, LiDAR, and spatial or visual data.

Embedded & Software Systems

C/C++, firmware, software architecture, embedded systems, and hardware/software integration.

Digital Hardware

ASIC and RTL design, digital architecture, and lower-level system behavior.

Representative Engineering Work

Real systems. Different layers.

Rendering & sensor simulation

Developed point-cloud processing pipelines for raw LiDAR data, a physically based rendering pipeline for an in-house rendering engine, and simulated sensor pipelines—including a LiDAR sensor using Vulkan ray-tracing shaders.

Custom driver development

Researched and developed lens-distortion correction, head-tracking, and latency-reduction algorithms.

Graphics R&D

Designed and built a suite of tools for recording and detecting hand gestures, including video analysis and visualization of 3D skeletal data, along with OpenCL API prototype development.

VR situational-awareness training

Developed a virtual-reality training application for drone pilots to support situational-awareness training, built in Unity for the HTC Vive platform.

Interactive 2D & 3D exhibits

Built custom interactive visual and audio exhibits using OpenGL and GLSL, including custom interfaces and physics-based algorithms developed.

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