I'm a M.Sc. student at the University of British Columbia, working on computer graphics research, in particular geometry processing. I also do some game development on the side. I'm always on the lookout for interesting research opportunities (including internships), so feel free to reach out!

Education

2023—Present

University of British Columbia

M.Sc. in Computer Science

Advisor: Prof. Alla Sheffer

2019—2023

University of British Columbia

B.S. in Computer Science

Experience

Summer 2024

Research Intern Netflix Animation Studios

R&D Procedural Geometry and Simulation

Summer 2023

Game Programmer Intern Behaviour Interactive

Worked primarily on customization systems and editor tools in Unreal Engine 5 for art & design.

Summer 2022

Software Engineer Intern Intel

3D graphics performance triage/debug and driver development.

Summer 2019

Software Engineer Intern Emerada Co., Ltd.

Web App Development using Ruby on Rails, Heroku, AWS S3.

Teaching Experience

Spring 2025

Teaching Assistant University of British Columbia

CPSC 424: Geometric Modeling

Spring 2024

Teaching Assistant University of British Columbia

CPSC 427: Video Game Programming

Fall 2023

Teaching Assistant University of British Columbia

CPSC 427: Video Game Programming

Spring 2022

Teaching Assistant University of British Columbia

CPSC 314: Computer Graphics

Portfolio

Ascent

Ascent

C++OpenGL

Ascent is a 2D roguelike action platformer game made for CPSC427, a video game development course at UBC. The entire game is written with OpenGL and C++. We were runner-up for Best Game, selected by an industry panel.

WebGL 2D Fluid Simulation

WebGL 2D Fluid Simulation

JavaScriptWebGLTHREE.js

Real-time 2D Fluid Simulation running on GPU using WebGL and THREE.js.

Stanford Bunny Re-interpretation

Stanford Bunny Re-interpretation

Python, GLSL

Submission for the HPG 2024 Student Competition. Represented the Stanford Bunny model using a hexagonal packing of spheres. The ~3300 spheres were representing in only ~5000 characters in GLSL.

Pathtracer Denoising

Pathtracer Denoising

GLSL

Submission for the HPG 2022 Student Competition. Denoised a noisy path tracer using BVH optimizations, temporal accumulation, and temporal antialiasing. Achieved ~600% improvement in FPS relative to the baseline path tracer.