Experience
Research Assistant (December 2008 - Present)
Computer Science Department - Rochester Institute of Technology, Rochester, NY
Manage and maintain current core virtual theatre system. Responsible for aiding students and re-factoring student work at the end of the quarter if needed. Explore and build new features for the Jogle system. Currently, developing a compositor system while designing a base system behind it with extensibility in mind.
Software Engineer (June 2008 - November 2008 )
Cancer Research Group - Banyu Pharmaceutical Co.Ltd, Ibaraki, Tsukuba, Japan
Responsible for building internal web application to aid in cancer research. Managed a group of three developers. Responsible for gathering user requirements (many times in Japanese) and formulating tasks accordingly. Utilize SCRUM software process to manage group and Mantis Issue Tracker to issue/track tasks. Utilized AJAX and Javascript for front-end implementation. Jsp and Servlets for back-end design.
Software Developer (March 2008 - June 2009 )
Computer Science Department - Rochester Institute of Technology, Rochester, NY
Importing, Exporting, and Modifying models in Maya Responsible for building the new Virtual Theatre system using the Luster engine Dynamic animations via streaming motion capture data for real time virtual performances. Explored physics-based animation and ragdolls. Networked physics; Explored a variety of smoothing/prediction techniques over high latency networks. Explored Authority System described in a lecture at GDC2008.
Software Developer (December 2007 - February 2008 )
Computer Science Department - Rochester Institute of Technology, Rochester, NY
Modifying the Torque game engine for Joe Geigel's Virtual Theatre performance Importing, Exporting, and Modifying models in Maya Facilitated content creation pipeline between the artists/modelers and developers
Software Developer (September 2006 - March 2007 )
R&D - Connected Energy Corp., Rochester, NY
Developed XML driven server side applications in PHP Building and maintaining database-driven applications Development on Linux Design and coding of application and utilities in a variety of languages Thorough testing and documentation of all work
Education
Master’s of Science in Computer Science, May 2010
Rochester Institute of Technology, Rochester, NY
GPA: 3.5
Bachelor of Science in Computer Science, May 2008
Rochester Institute of Technology, Rochester, NY
Minor: Japanese Language
Skills
Proficient with C++ (5 years), C# (3 years), C, Python, Java, DirectX, OpenGL, HLSL/GLSL/Cg Shaders
Platforms: OS X, Windows, Linux & UNIX
IDE/Tools: Visual Studio, XCode, Eclipse, VIM, SVN, Git, CVS, Trac
Libraries: Ogre3D, XNA, .NET, Bullet Physics, Newton Game Dynamics, RakNET, PoCo, Boost
Research
- Realtime radiosity – Explored a variety of global illumination techniques. Decided on a realtime radiosity solution that utilizes deferred shading for indirect light. Sampled rays from primary lights and added radiosity as a post-process effect by recreating the geometry in camera-space.
- Rift – A real time space RTS developed in 10 week. Features a full material system, Lua scripting system, networked multiplayer, AI system (flocking, pathfinding and decision-making), Flash UI system and render system (with fog-of-war, hardware instancing, particle systems). Also, had a full-fledged map editor.
- Planetpalooza – A 3D planet building game built in the 3D Graphics Programming course. Built our own geosphere scene manager that supports real time terrain deformation, multi-texturing, and a variety of culling techniques like frustum culling and geosphere-division visibility culling.
- Agent – An interdisciplinary independent study that spanned two quarters to make a fully featured 3D game. Implemented a BSP scene manager that loads Half Life 2 BSP map files. Wrote an image codec to decipher Valve’s VTF texture format.
- Sedohr – A multiplayer shooter game built in the 2D Graphics Programming course. Used Deferred Shading for 3D effect, displacement mapping, Farseer XNA physics engine, etc.
- Critters – Part of the Virtual Theatre course. Exporting and importing of Maya models into Torque game engine. Explored and implemented a variety of interpolation techniques for smooth animations.
- Toon Smoke – Procedural Shading final project. Toon shaded smoke using stencil shadow volumes for self-shadowing of smoke particles. And normal maps to shade and give depth to the billboard particles in the shader.
- Mica2D game engine – developed for the RIT SSE Game Competition; Completely 2D game, but uses normal mapping to give it a 3D feel. Utilizes OpenGL, FMOD, & Newton. All which are tied together with the Odyssey framework. Developed in C++ and utilizes Boost.
- Implemented a classifier that determines the authorship of a piece of literary work using the Bayes classification model in Java.
Activity
- Kendo

