eshta
This commit is contained in:
131
resume.tex
131
resume.tex
@@ -66,30 +66,30 @@
|
|||||||
% ===== SUMMARY =====
|
% ===== SUMMARY =====
|
||||||
\vspace{-5pt}
|
\vspace{-5pt}
|
||||||
\begin{spacing}{1.1}
|
\begin{spacing}{1.1}
|
||||||
{\small\color{heading} }
|
{\small\color{heading} Experienced software developer with a strong background in graphics programming, real-time rendering, XR development and AI engineering. Experienced in developing high-performance applications and specializing in low-level optimizations.}
|
||||||
\end{spacing}
|
\end{spacing}
|
||||||
\vspace{10pt}
|
\vspace{10pt}
|
||||||
% ===== WORK EXPERIENCE =====
|
% ===== WORK EXPERIENCE =====
|
||||||
\section{Work Experience}
|
\section{Work Experience}
|
||||||
|
|
||||||
\subsection*{\textbf{Software Developer (Working Student)} \hfill \normalfont\itshape Siemens , Munich, Germany}
|
\subsection*{\textbf{Software Developer (Working Student)} \hfill \normalfont\itshape Siemens AG, Munich, Germany}
|
||||||
|
|
||||||
\subsubsection*{04/2025 -- Present}
|
\subsubsection*{04/2025 -- Present}
|
||||||
\begin{itemize}
|
\begin{itemize}
|
||||||
\item Led full-cycle development across Physical AI, simulation, XR, and robotics integration projects within the Industrial Metaverse Lab.
|
\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 Worked on technical collaboration projects 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 Built XR applications for Meta Quest, Meta RayBan, and Apple Vision Pro, implementing real time XR AI assisted solutions for industrial environments.
|
||||||
\item Developed ROS-based integrations for robotics systems with NVIDIA Omniverse simulations for real-time visualization and training.
|
\item Worked on robotics simulation and training using NVIDIA IsaacSim, developed ROS integrations, Teleoperation protocols, and deployed trained models to physical robots.
|
||||||
\item Deployed and fine-tuned LLM agents for industrial applications and internal tooling.
|
\item Deployed and fine-tuned LLM models for industrial applications and internal tooling.
|
||||||
\end{itemize}
|
\end{itemize}
|
||||||
|
|
||||||
\subsection*{\textbf{Software Developer} \hfill \normalfont\itshape The Forge ConfettiFX, California (Remote), USA}
|
\subsection*{\textbf{Software Developer} \hfill \normalfont\itshape The Forge ConfettiFX, California (Remote), USA}
|
||||||
\subsubsection*{03/2022 -- 08/2023}
|
\subsubsection*{03/2022 -- 08/2023}
|
||||||
\begin{itemize}
|
\begin{itemize}
|
||||||
\item Contributed to real-time rendering optimizations for \textit{Forza Motorsport 8}, refining graphics performance for high-speed vehicle simulations.
|
\item Contributed to real-time rendering engine for \textit{Forza Motorsport 8} with Turn10 studio, optimizing rendering performance and reweriting shadow rendering system and asset pipelines.
|
||||||
\item Enhanced The Forge rendering framework's visibility buffer implementation, optimizing the graphics pipeline for real time rendering.
|
\item Improved The Forge rendering framework's visibility buffer implementation, optimizing the graphics pipeline for real time rendering and testing across different consoles.
|
||||||
\item Developed and optimized Linux ports for The Forge rendering framework for embedded and automotive-grade systems.
|
\item Developed and optimized Linux ports for The Forge rendering framework and optimized the framework for Steam Deck.
|
||||||
\item Redesigned the CI/CD testing pipeline for a Linux-based rendering framework, reducing validation time and enhancing multi-platform stability.
|
\item Redesigned the CI/CD testing pipeline for a Linux-based rendering framework, reducing testing time.
|
||||||
\end{itemize}
|
\end{itemize}
|
||||||
|
|
||||||
\subsection*{\textbf{Software Developer} \hfill \normalfont\itshape SciChart, London (Remote), United Kingdom}
|
\subsection*{\textbf{Software Developer} \hfill \normalfont\itshape SciChart, London (Remote), United Kingdom}
|
||||||
@@ -97,17 +97,19 @@
|
|||||||
\begin{itemize}
|
\begin{itemize}
|
||||||
\item Developed and optimized the SciChart 3D graphics engine for high performance data visualization, simulation, telemetry, and real time analytics.
|
\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 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.
|
\item Worked on the development of JavaScript/WebGL version of the 3D graphics engine on top of the C++ core engine.
|
||||||
|
\item Implemented a Vulkan rendering backend, increasing performance on large scale datasets by about 20\% across multiple platforms.
|
||||||
\end{itemize}
|
\end{itemize}
|
||||||
|
|
||||||
\subsection*{\textbf{Software Developer} \hfill \normalfont\itshape 412 Labs, Cairo, Egypt}
|
\subsection*{\textbf{Software Developer} \hfill \normalfont\itshape 412 Labs, Cairo, Egypt}
|
||||||
\subsubsection*{03/2021 -- 12/2021}
|
\subsubsection*{03/2021 -- 12/2021}
|
||||||
\begin{itemize}
|
\begin{itemize}
|
||||||
\item Developed VR applications using Unity for different client projects.
|
\item Developed VR applications using Unity for different client projects for architectural visualization and internal designs.
|
||||||
\item Taught a class of 20 students on VR development fundamentals using Unity.
|
\item Taught a class of 20 students on VR development fundamentals using Unity.
|
||||||
\item Built full stack solutions for 412 Labs projects and clients.
|
\item Built and deployedmultiple full stack solutions for 412 Labs projects and clients.
|
||||||
\end{itemize}
|
\end{itemize}
|
||||||
|
|
||||||
|
\pagebreak
|
||||||
% ===== EDUCATION =====
|
% ===== EDUCATION =====
|
||||||
\section{Education}
|
\section{Education}
|
||||||
|
|
||||||
@@ -123,62 +125,63 @@
|
|||||||
\subsubsection*{\hfill\normalfont\itshape \textbf{University of East London, London, United Kingdom}}
|
\subsubsection*{\hfill\normalfont\itshape \textbf{University of East London, London, United Kingdom}}
|
||||||
\subsubsection*{07/2018 -- 07/2021}
|
\subsubsection*{07/2018 -- 07/2021}
|
||||||
|
|
||||||
% ===== PROJECTS =====
|
% % ===== PROJECTS =====
|
||||||
\section{Projects}
|
% \section{Projects}
|
||||||
|
|
||||||
\subsection*{\textbf{Master's Thesis: Radiance Caching for Real-Time Volumetric Rendering} \hfill\normalfont\itshape TUM}
|
% \subsection*{\textbf{Master's Thesis: Radiance Caching for Real-Time Volumetric Rendering} \hfill\normalfont\itshape TUM}
|
||||||
\subsubsection*{12/2025 -- 06/2026}
|
% \subsubsection*{12/2025 -- 06/2026}
|
||||||
\begin{itemize}
|
% \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 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 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 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.
|
% \item Supervised by Prof. Westermann.
|
||||||
\end{itemize}
|
% \item Technologies: C++, CUDA, Vulkan, Optix.
|
||||||
|
% \end{itemize}
|
||||||
|
|
||||||
\subsection*{\textbf{GPU-Driven Point Cloud Renderer} \hfill\normalfont\itshape TUM}
|
% \subsection*{\textbf{GPU-Driven Point Cloud Renderer} \hfill\normalfont\itshape TUM}
|
||||||
\begin{itemize}
|
% \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 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 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 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 Used Vulkan subgroup extensions for warp-level optimizations.
|
||||||
\item Technologies: C++, Vulkan, GLSL.
|
% \item Technologies: C++, Vulkan, GLSL.
|
||||||
\end{itemize}
|
% \end{itemize}
|
||||||
|
|
||||||
\subsection*{\textbf{The Forge Rendering Framework Updates}}
|
% \subsection*{\textbf{The Forge Rendering Framework Updates}}
|
||||||
\begin{itemize}
|
% \begin{itemize}
|
||||||
\item Updated The Forge framework's visibility buffer implementation for gradient calculation.
|
% \item Updated The Forge framework's visibility buffer implementation for gradient calculation.
|
||||||
\item Maintained and optimized CI/CD pipelines.
|
% \item Maintained and optimized CI/CD pipelines.
|
||||||
\item Ported the framework to Linux (desktop and Steam Deck).
|
% \item Ported the framework to Linux (desktop and Steam Deck).
|
||||||
\end{itemize}
|
% \end{itemize}
|
||||||
|
|
||||||
\subsection*{\textbf{Forza Motorsport 8: Shadows System Optimization}}
|
% \subsection*{\textbf{Forza Motorsport 8: Shadows System Optimization}}
|
||||||
\begin{itemize}
|
% \begin{itemize}
|
||||||
\item Optimized real-time asset streaming and rendering pipeline, reducing loading times and improving graphical fidelity in high-speed automotive environments.
|
% \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 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.
|
% \item Developed artist-friendly tools to enhance real-time rendering workflows for engine and automotive visualization pipelines.
|
||||||
\end{itemize}
|
% \end{itemize}
|
||||||
|
|
||||||
\subsection*{\textbf{Evol Game Engine -- Graduation Project}}
|
% \subsection*{\textbf{Evol Game Engine -- Graduation Project}}
|
||||||
\begin{itemize}
|
% \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 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 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 Implemented the Vulkan renderer for the engine core and an OpenGL PBR renderer for the editor.
|
||||||
\item Technologies: C, C++, Vulkan, OpenGL, ImGUI.
|
% \item Technologies: C, C++, Vulkan, OpenGL, ImGUI.
|
||||||
\end{itemize}
|
% \end{itemize}
|
||||||
|
|
||||||
\subsection*{\textbf{AUV Simulation \& Interfacing}}
|
% \subsection*{\textbf{AUV Simulation \& Interfacing}}
|
||||||
\begin{itemize}
|
% \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 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 Designed the simulator, developed the Gazebo plugins and the C++ ROS nodes.
|
||||||
\item Technologies: C++, ROS, Gazebo, Qt5.
|
% \item Technologies: C++, ROS, Gazebo, Qt5.
|
||||||
\end{itemize}
|
% \end{itemize}
|
||||||
|
|
||||||
\subsection*{\textbf{ImprovGFX}}
|
% \subsection*{\textbf{ImprovGFX}}
|
||||||
\begin{itemize}
|
% \begin{itemize}
|
||||||
\item A renderer/rasterizer built from scratch to render .obj models and .tga textures, with OpenCL providing GPU acceleration.
|
% \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 Built a clean API for constructing scenes and shaders.
|
||||||
\item Technologies: C++, OpenCL C.
|
% \item Technologies: C++, OpenCL C.
|
||||||
\end{itemize}
|
% \end{itemize}
|
||||||
|
|
||||||
% ===== SKILLS =====
|
% ===== SKILLS =====
|
||||||
\section{Skills}
|
\section{Skills}
|
||||||
@@ -188,7 +191,7 @@
|
|||||||
\quad C \quad C++ \quad C\# \quad Python \quad GLSL \quad HLSL \quad
|
\quad C \quad C++ \quad C\# \quad Python \quad GLSL \quad HLSL \quad
|
||||||
|
|
||||||
\vspace{6pt}
|
\vspace{6pt}
|
||||||
\textbf{Graphics \& Rendering:}\\
|
\textbf{Graphics \& HPC:}\\
|
||||||
\quad Vulkan \quad OpenGL \quad DirectX \quad CUDA
|
\quad Vulkan \quad OpenGL \quad DirectX \quad CUDA
|
||||||
|
|
||||||
% \vspace{6pt}
|
% \vspace{6pt}
|
||||||
|
|||||||
Reference in New Issue
Block a user