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    Author={Ahmed Mohamed},
    Title={Ahmed Mohamed -- Resume},
    Subject={Resume}
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\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}
