From 3ea7e72db4e639925068640caac33d74697d262e Mon Sep 17 00:00:00 2001 From: djoser Date: Fri, 26 Jun 2026 20:14:41 +0200 Subject: [PATCH] init --- resume.tex | 207 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 207 insertions(+) create mode 100644 resume.tex diff --git a/resume.tex b/resume.tex new file mode 100644 index 0000000..71fd97d --- /dev/null +++ b/resume.tex @@ -0,0 +1,207 @@ +\documentclass[10pt]{article} +\usepackage[a4paper, margin=1.8cm]{geometry} +\usepackage{fontspec} +\usepackage{xcolor} +\usepackage{titlesec} +\usepackage{enumitem} +\usepackage{hyperref} +\usepackage{tabularx} +\usepackage{multicol} +\usepackage{setspace} +\usepackage{parskip} + +% ---------- Color palette ---------- +\definecolor{heading}{HTML}{1A1A2E} +\definecolor{accent}{HTML}{0A66C2} +\definecolor{subtle}{HTML}{555555} +\definecolor{line}{HTML}{CCCCCC} + +% ---------- Fonts ---------- +\setmainfont{Latin Modern Roman}[Ligatures=TeX] +\setmathrm{Latin Modern Sans} + +% ---------- Section formatting ---------- +\titleformat{\section} + {\Large\bfseries\color{heading}} + {} + {0em} + {} + [\color{line}\rule{\linewidth}{0.6pt}] +\titlespacing{\section}{0pt}{14pt}{8pt} + +% ---------- Helpers ---------- +\setlist[itemize]{label=\textcolor{accent}{--}, leftmargin=1.2em, itemsep=1pt, topsep=2pt, nosep} +\hypersetup{ + colorlinks=true, + urlcolor=accent, + linkcolor=accent, + pdfpagemode=UseNone, + pdfstartview={FitH}, + pdfinfo={ + Author={Ahmed Mohamed}, + Title={Ahmed Mohamed -- Resume}, + Subject={Resume} + } +} +\setlength{\parindent}{0pt} +\setlength{\parskip}{0pt} +\setlength{\baselineskip}{12pt} +\pagestyle{empty} + +\begin{document} + +% ===== HEADER ===== +\begin{center} + {\LARGE\bfseries\color{heading} Ahmed Mohamed}\\[3pt] + {\small\color{subtle} + (+49) 15202103583 \quad\textbullet\quad + \href{mailto:ed.mohamed@tum.de}{ed.mohamed@tum.de} \quad\textbullet\quad + \href{https://linkedin.com/in/inedited/}{linkedin.com/in/inedited/} \quad\textbullet\quad + \href{https://github.com/inedited}{github.com/inedited} + }\\[3pt] + {\small\color{subtle} Gustav-Schwab-Str., 4, 81673 M\"unchen, Germany} +\end{center} + +\vspace{10pt} +% ===== SUMMARY ===== +\vspace{-5pt} +\begin{spacing}{1.1} +{\small\color{heading} } +\end{spacing} +\vspace{10pt} +% ===== WORK EXPERIENCE ===== +\section{Work Experience} + +\subsection*{\textbf{Software Developer (Working Student)} \hfill \normalfont\itshape Siemens , Munich, Germany} + +\subsubsection*{04/2025 -- Present} +\begin{itemize} + \item Led full-cycle development across Physical AI, simulation, XR, and robotics integration projects within the Industrial Metaverse Lab. + \item Orchestrated technical collaboration with NVIDIA, Meta, and Amazon AWS for Industrial AI applications. + \item Built XR rendering applications for Meta Quest, Meta Ray-Ban, and Apple Vision Pro, implementing real-time AR/VR solutions for industrial environments. + \item Developed ROS-based integrations for robotics systems with NVIDIA Omniverse simulations for real-time visualization and training. + \item Deployed and fine-tuned LLM agents for industrial applications and internal tooling. +\end{itemize} + +\subsection*{\textbf{Software Developer} \hfill \normalfont\itshape The Forge ConfettiFX, California (Remote), USA} +\subsubsection*{03/2022 -- 08/2023} +\begin{itemize} + \item Contributed to real-time rendering optimizations for \textit{Forza Motorsport 8}, refining graphics performance for high-speed vehicle simulations. + \item Enhanced The Forge rendering framework's visibility buffer implementation, optimizing the graphics pipeline for real time rendering. + \item Developed and optimized Linux ports for The Forge rendering framework for embedded and automotive-grade systems. + \item Redesigned the CI/CD testing pipeline for a Linux-based rendering framework, reducing validation time and enhancing multi-platform stability. +\end{itemize} + +\subsection*{\textbf{Software Developer} \hfill \normalfont\itshape SciChart, London (Remote), United Kingdom} +\subsubsection*{01/2022 -- 01/2025} +\begin{itemize} + \item Developed and optimized the SciChart 3D graphics engine for high performance data visualization, simulation, telemetry, and real time analytics. + \item Ported the 3D graphics engine and WPF Desktop application to Linux. + \item Implemented a Vulkan rendering backend, increasing performance on large scale datasets by about 20\% across multiple platforms. +\end{itemize} + +\subsection*{\textbf{Software Developer} \hfill \normalfont\itshape 412 Labs, Cairo, Egypt} +\subsubsection*{03/2021 -- 12/2021} +\begin{itemize} + \item Developed VR applications using Unity for different client projects. + \item Taught a class of 20 students on VR development fundamentals using Unity. + \item Built full stack solutions for 412 Labs projects and clients. +\end{itemize} + +% ===== EDUCATION ===== +\section{Education} + +\subsection*{\textbf{Master of Science (M.Sc.) in Informatics: Games Engineering}} +\subsubsection*{\hfill\normalfont\itshape \textbf{Technical University of Munich (TUM), Munich, Germany}} +\subsubsection*{04/2024 -- 06/2026} + +\subsection*{\textbf{Bachelor of Science in Software Systems and Computer Engineering}} +\subsubsection*{\hfill\normalfont\itshape \textbf{Ain Shams University, Cairo, Egypt}} +\subsubsection*{07/2016 -- 07/2021} + +\subsection*{\textbf{Dual Bachelor of Science in Software Systems and Computer Engineering}} +\subsubsection*{\hfill\normalfont\itshape \textbf{University of East London, London, United Kingdom}} +\subsubsection*{07/2018 -- 07/2021} + +% ===== PROJECTS ===== +\section{Projects} + +\subsection*{\textbf{Master's Thesis: Radiance Caching for Real-Time Volumetric Rendering} \hfill\normalfont\itshape TUM} +\subsubsection*{12/2025 -- 06/2026} +\begin{itemize} + \item Researched and implemented a real-time radiance cache for volumetric path tracing using 3D Gaussian Splatting and a fused MLP as the cache representation. + \item Developed an online differentiable optimization pipeline in CUDA that adapts the Gaussian cache to dynamic lighting and transfer function changes during rendering. + \item Built a spatial-hash-based fused MLP for radiance caching on volumetric heterogeneous media. + \item Supervised by Prof. Westermann. \quad Technologies: C++, CUDA, Vulkan, Optix. +\end{itemize} + +\subsection*{\textbf{GPU-Driven Point Cloud Renderer} \hfill\normalfont\itshape TUM} +\begin{itemize} + \item Implemented a real-time GPU-driven renderer for large point clouds (140M+ points at $\sim$100 FPS) using a custom 5-stage compute shader pipeline in Vulkan, based on Sch\"utz et al.\ (2021, 2022). + \item Created a software rasterization pipeline using atomic uint64 depth-color packing and compute shaders, enabling fine-grained depth testing without a hardware depth buffer. + \item Implemented batch-based frustum culling, Morton-code spatial sorting, and screen-coverage LOD selection via 10-bit quantized position precision. + \item Leveraged Vulkan subgroup extensions for warp-level optimizations across the rendering pipeline. + \item Technologies: C++, Vulkan, GLSL. +\end{itemize} + +\subsection*{\textbf{The Forge Rendering Framework Updates}} +\begin{itemize} + \item Updated The Forge framework's visibility buffer implementation for gradient calculation. + \item Maintained and optimized CI/CD pipelines. + \item Ported the framework to Linux (desktop and Steam Deck). +\end{itemize} + +\subsection*{\textbf{Forza Motorsport 8: Shadows System Optimization}} +\begin{itemize} + \item Optimized real-time asset streaming and rendering pipeline, reducing loading times and improving graphical fidelity in high-speed automotive environments. + \item Added and optimized shadowing techniques for higher quality rendering and map-wide shadow coverage. + \item Developed artist-friendly tools to enhance real-time rendering workflows for engine and automotive visualization pipelines. +\end{itemize} + +\subsection*{\textbf{Evol Game Engine -- Graduation Project}} +\begin{itemize} + \item Developed a high-performance, Vulkan-powered game engine with real-time physics simulation, applicable to vehicle simulation and digital twin technology. + \item Built a modular scene editor for real-time rendering and physics-based simulation. + \item Implemented the Vulkan renderer for the engine core and an OpenGL PBR renderer for the editor. + \item Technologies: C, C++, Vulkan, OpenGL, ImGUI. +\end{itemize} + +\subsection*{\textbf{AUV Simulation \& Interfacing}} +\begin{itemize} + \item Full AUV physics simulation in Gazebo with ROS nodes using GStreamer to pipeline media from AUV/simulation to an external monitoring interface via a Qt application for the ground control team. + \item Designed the simulator, developed the Gazebo plugins and the C++ ROS nodes. + \item Technologies: C++, ROS, Gazebo, Qt5. +\end{itemize} + +\subsection*{\textbf{ImprovGFX}} +\begin{itemize} + \item A renderer/rasterizer built from scratch to render .obj models and .tga textures, with OpenCL providing GPU acceleration. + \item Built a clean API for constructing scenes and shaders. + \item Technologies: C++, OpenCL C. +\end{itemize} + +% ===== SKILLS ===== +\section{Skills} + +\begin{multicols}{2} +\textbf{Languages:}\\ +\quad C \quad C++ \quad C\# \quad Python \quad GLSL \quad HLSL \quad + +\vspace{6pt} +\textbf{Graphics \& Rendering:}\\ +\quad Vulkan \quad OpenGL \quad DirectX \quad CUDA + +% \vspace{6pt} +% \textbf{Domains:}\\ +% \quad XR Development \quad 3D Gaussian Splatting \quad Omniverse + +% \vspace{6pt} +% \textbf{Robotics \& Simulation:}\\ +% \quad ROS \quad Gazebo + +\vspace{6pt} +\textbf{Other:}\\ +\quad Omniverse \quad CI/CD \quad AI Agents \quad Production deployment +\end{multicols} + +\end{document}