Software Engineer (Computer Vision)
- Ported Cyberpunk 2077 to the Samsung Odyssey 3D glasses-free display with CD PROJEKT RED (one of 5 engineers): adapted HLSL shaders in REDengine for stereoscopic rendering and extended the Odyssey 3D SDK (C++) with a runtime 3D-toggle API; announced at gamescom 2026
- Sole developer of a generative virtual try-on PoC: person + garment photos to a consistent 360° orbital video, combining Qwen-Image-Edit with Wan2.2 VACE video generation in ComfyUI, with an OpenPose control-video generator and an automatic geometric-consistency gate
- Built a real-time 3D Gaussian Splatting viewer with stereoscopic rendering; moved a GPU matrix-inversion bottleneck to the CPU, raising frame rate from 25–30 to 40–45 FPS on RTX 4070
- Trained and tuned Scaffold-GS on a single 12 GB GPU, balancing PSNR/SSIM/LPIPS against VRAM; built iOS (ARKit) and Android (ARCore) AR-guided capture apps for SfM + 3DGS datasets
- R&D PoCs on facial landmark detection, background segmentation and Structure from Motion; literature review to working implementation
- Stabilized a legacy sign language avatar system: introduced integration tests, raised static analysis (SAM/SVACE) scores from 60–70% to 85%; designed CI/CD in GitHub Actions