Software Engineer specializing in 3D systems and graphics-oriented software, with a strong foundation in computational geometry and linear algebra.
Experienced in designing performance-critical systems for processing and visualizing complex 3D data, including geometry pipelines, spatial transformations, and rendering-related workflows.
Hands-on experience building and maintaining scalable system architectures, with a strong focus on efficient data flow, asynchronous processing, and responsible use of multithreading in geometry-intensive applications.
Background in engineering physics and 3D visualization, enabling effective collaboration across engineers, artists, and web/graphics teams in game engines, CAD software, and web-based 3D applications.
3D Engine Architecture: Designed and extended a large-scale 3D system capable of loading, managing, and visualizing complex parametric models. Implemented engine-level abstractions to separate geometry processing, scene state, and UI interaction layers.
Parametric & Runtime Geometry Updates: Developed mechanisms to support real-time parameter-driven geometry updates, enabling dynamic shape changes, dependency propagation, and interactive manipulation within the 3D viewport — conceptually similar to runtime scene updates in game engines and web-based 3D applications.
Performance & Asynchronous Loading: Diagnosed and resolved critical bottlenecks in large-model loading pipelines. Implemented multithreaded geometry parsing and data preparation strategies, reducing load time by 25–40% for models larger than 100MB, while maintaining responsive user interaction.
Geometry Processing & Interaction: Implemented collision detection, geometry simplification, and spatial queries to improve 3D viewport responsiveness, object picking accuracy, and real-time interaction performance.
Core Geometry Development: Designed and re-engineered fundamental 2D/3D geometry operations (object instancing, dimensioning logic, coordinate systems) using raw computational geometry, removing dependencies on legacy libraries and ensuring deterministic, stable behavior under complex editing scenarios.
System Robustness & Memory Safety: Refactored critical engine modules to strictly follow modern C++ practices, including RAII and smart pointer–based ownership models, significantly reducing crash rates during long-running, geometry-intensive user sessions.
Engine-Level Impact: Improved overall execution stability and predictability of geometry commands, providing a solid foundation for higher-level features across engineering software, interactive 3D applications, and editor-style tools.
Validation System Design: Designed and implemented rule-based validation tools to automatically verify geometry constraints, parameter consistency, and dependency rules within complex, parametric 2D/3D object systems.
Automation & Scripting: Built lightweight automation layers to execute validation logic across large sets of geometry data, enabling early detection of configuration errors and reducing manual inspection effort.
Cross-Team Coordination: Acted as technical focal point between internal developers and external partners, translating domain-specific requirements into clear validation rules and ensuring consistent delivery quality across multiple teams.
System-Level Automation: Developed C++ extension modules to automate geometry-intensive workflows, focusing on stable data flow and dynamic object relationships within large-scale 2D/3D environments.
Dynamic Data & Event Systems: Designed and implemented custom geometry entities and event-driven update mechanisms to maintain consistency between dependent objects under real-time editing and transformation scenarios.
Productivity & Performance Impact: Reduced manual rework by approximately 2 hours per project through reliable automation and robust system behavior under complex geometry updates.