Location
USARate
Years of experience
4+About
As a software engineer at NVIDIA, I have honed my skills in software development and engineering, particularly with the Omniverse platform. My role involves developing a data adaptation library to optimize the processing of large, complex scenes, utilizing C/C++, Pixar’s USD API, and Python bindings. I have also worked on a prototype deferred-execution system for compute graphs, and developed advanced geometry deformers and a smooth skin decomposition tool for animated mesh sequences. Additionally, I have integrated a prototype parallel execution framework to assess performance gains in animation and deformation pipelines. Before joining NVIDIA, I was a software developer at SOuP-dev, where I enhanced Autodesk Maya’s toolsets to improve procedural pipelines and efficiency. My work included implementing new procedural methods with the Maya C++ API and addressing bug fixes and feature updates. My earlier experience includes tutoring math at Mathnasium and grading problem sets for the Mechanical and Aerospace Engineering Department at UCLA, where I earned my Bachelor’s degree in Aerospace Engineering. My strong interest in mathematics, software development, and engineering has been a driving force throughout my academic and professional journey.Tech Stack
C++, C, MEL, Pixar’s USD API, PythonExperience
- Optimizing the processing of large, complex scenes in NVIDIA’s Omniverse using C/C++, Pixar’s USD API, and Python bindings.
- Creating a system for optimizing compute graphs by deferring node executions to key locations within the graph.
- Writing advanced geometry deformers, including a softwrap deformer and a smooth skin decomposition tool, to animate high-resolution geometry and convert animated mesh sequences into weighted skin clusters and joints.
- Integrating a prototype parallel execution framework with various animation and deformation pipelines to gauge performance gains and explore future development avenues.
- Enhancing and updating toolsets in Autodesk Maya to improve procedural pipelines, including implementing new procedural methods with the Maya C++ API.
- Addressing a backlog of bug fixes and expanding existing functionality to account for more general use cases, improving overall efficiency.
- Tutoring K-12 students in various math topics at Mathnasium and grading problem sets for the Mechanical and Aerospace Engineering Department at UCLA, demonstrating a strong foundation in mathematics and education.
Employment history
- Developing a data adaptation library to optimize the processing of large, complex scenes in NVIDIA’s Omniverse using C/C++, Pixar’s USD API, and Python bindings.
- Creating a prototype deferred-execution system for optimizing compute graphs.
- Writing advanced geometry deformers, including a softwrap deformer and a smooth skin decomposition tool.
- Integrating a prototype parallel execution framework with various animation and deformation pipelines to gauge performance gains.
- Assisted in developing a data adaptation library for optimizing the processing of large, complex scenes in NVIDIA’s Omniverse.
- Worked on the implementation of low-level libraries using C/C++ and Pixar’s USD API.
- Exposed functionality on a higher level using Python bindings.
- Created and updated toolsets to augment and expand Autodesk Maya’s capabilities in a flexible, procedural pipeline.
- Implemented new procedural methods for the SOuP plugin using the Maya C++ API.
- Addressed a backlog of bug fixes and feature updates, including UI layout redesign using MEL.
- Expanded existing functionality to account for more general use cases.
- Graded students’ problem sets for one of the MAE department classes offered over the Fall 2021 quarter.
- Taught students from K-12 a variety of math topics based on their assigned Mathnasium curriculum.
- Assisted students with any math-related homework they were assigned at school.
Education history
Astronautical Engineering
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