211 lines
9.6 KiB
TeX
211 lines
9.6 KiB
TeX
\documentclass[10pt]{article}
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\usepackage[a4paper, margin=1.8cm]{geometry}
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\usepackage{fontspec}
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\usepackage{xcolor}
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\usepackage{titlesec}
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\usepackage{enumitem}
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\usepackage{hyperref}
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\usepackage{tabularx}
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\usepackage{multicol}
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\usepackage{setspace}
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\usepackage{parskip}
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% ---------- Color palette ----------
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\definecolor{heading}{HTML}{1A1A2E}
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\definecolor{accent}{HTML}{0A66C2}
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\definecolor{subtle}{HTML}{555555}
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\definecolor{line}{HTML}{CCCCCC}
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% ---------- Fonts ----------
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\setmainfont{Latin Modern Roman}[Ligatures=TeX]
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\setmathrm{Latin Modern Sans}
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% ---------- Section formatting ----------
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\titleformat{\section}
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{\Large\bfseries\color{heading}}
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{}
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{0em}
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{}
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[\color{line}\rule{\linewidth}{0.6pt}]
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\titlespacing{\section}{0pt}{14pt}{8pt}
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% ---------- Helpers ----------
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\setlist[itemize]{label=\textcolor{accent}{--}, leftmargin=1.2em, itemsep=1pt, topsep=2pt, nosep}
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\hypersetup{
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colorlinks=true,
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urlcolor=accent,
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linkcolor=accent,
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pdfpagemode=UseNone,
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pdfstartview={FitH},
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pdfinfo={
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Author={Ahmed Mohamed},
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Title={Ahmed Mohamed -- Resume},
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Subject={Resume}
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}
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}
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\setlength{\parindent}{0pt}
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\setlength{\parskip}{0pt}
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\setlength{\baselineskip}{12pt}
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\pagestyle{empty}
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\begin{document}
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% ===== HEADER =====
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\begin{center}
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{\LARGE\bfseries\color{heading} Ahmed Mohamed}\\[3pt]
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{\small\color{subtle}
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(+49) 15202103583 \quad\textbullet\quad
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\href{mailto:ed.mohamed@tum.de}{ed.mohamed@tum.de} \quad\textbullet\quad
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\href{https://linkedin.com/in/inedited/}{linkedin.com/in/inedited/} \quad\textbullet\quad
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\href{https://github.com/inedited}{github.com/inedited}
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}\\[3pt]
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{\small\color{subtle} Gustav-Schwab-Str., 4, 81673 M\"unchen, Germany}
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\end{center}
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\vspace{10pt}
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% ===== SUMMARY =====
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\vspace{-5pt}
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\begin{spacing}{1.1}
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{\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.}
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\end{spacing}
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\vspace{10pt}
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% ===== WORK EXPERIENCE =====
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\section{Work Experience}
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\subsection*{\textbf{Software Developer (Working Student)} \hfill \normalfont\itshape Siemens AG, Munich, Germany}
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\subsubsection*{04/2025 -- Present}
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\begin{itemize}
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\item Led full cycle development across Physical AI, simulation, XR, and robotics integration projects within the Industrial Metaverse Lab.
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\item Worked on technical collaboration projects with NVIDIA, Meta, and Amazon AWS for Industrial AI applications.
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\item Built XR applications for Meta Quest, Meta RayBan, and Apple Vision Pro, implementing real time XR AI assisted solutions for industrial environments.
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\item Worked on robotics simulation and training using NVIDIA IsaacSim, developed ROS integrations, Teleoperation protocols, and deployed trained models to physical robots.
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\item Deployed and fine-tuned LLM models for industrial applications and internal tooling.
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\end{itemize}
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\subsection*{\textbf{Software Developer} \hfill \normalfont\itshape The Forge ConfettiFX, California (Remote), USA}
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\subsubsection*{03/2022 -- 08/2023}
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\begin{itemize}
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\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.
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\item Improved The Forge rendering framework's visibility buffer implementation, optimizing the graphics pipeline for real time rendering and testing across different consoles.
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\item Developed and optimized Linux ports for The Forge rendering framework and optimized the framework for Steam Deck.
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\item Redesigned the CI/CD testing pipeline for a Linux-based rendering framework, reducing testing time.
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\end{itemize}
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\subsection*{\textbf{Software Developer} \hfill \normalfont\itshape SciChart, London (Remote), United Kingdom}
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\subsubsection*{01/2022 -- 01/2025}
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\begin{itemize}
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\item Developed and optimized the SciChart 3D graphics engine for high performance data visualization, simulation, telemetry, and real time analytics.
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\item Ported the 3D graphics engine and WPF Desktop application to Linux.
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\item Worked on the development of JavaScript/WebGL version of the 3D graphics engine on top of the C++ core engine.
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\item Implemented a Vulkan rendering backend, increasing performance on large scale datasets by about 20\% across multiple platforms.
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\end{itemize}
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\subsection*{\textbf{Software Developer} \hfill \normalfont\itshape 412 Labs, Cairo, Egypt}
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\subsubsection*{03/2021 -- 12/2021}
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\begin{itemize}
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\item Developed VR applications using Unity for different client projects for architectural visualization and internal designs.
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\item Taught a class of 20 students on VR development fundamentals using Unity.
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\item Built and deployedmultiple full stack solutions for 412 Labs projects and clients.
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\end{itemize}
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\pagebreak
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% ===== EDUCATION =====
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\section{Education}
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\subsection*{\textbf{Master of Science (M.Sc.) in Informatics: Games Engineering}}
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\subsubsection*{\hfill\normalfont\itshape \textbf{Technical University of Munich (TUM), Munich, Germany}}
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\subsubsection*{04/2024 -- 06/2026}
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\subsection*{\textbf{Bachelor of Science in Software Systems and Computer Engineering}}
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\subsubsection*{\hfill\normalfont\itshape \textbf{Ain Shams University, Cairo, Egypt}}
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\subsubsection*{07/2016 -- 07/2021}
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\subsection*{\textbf{Dual Bachelor of Science in Software Systems and Computer Engineering}}
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\subsubsection*{\hfill\normalfont\itshape \textbf{University of East London, London, United Kingdom}}
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\subsubsection*{07/2018 -- 07/2021}
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% % ===== PROJECTS =====
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% \section{Projects}
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% \subsection*{\textbf{Master's Thesis: Radiance Caching for Real-Time Volumetric Rendering} \hfill\normalfont\itshape TUM}
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% \subsubsection*{12/2025 -- 06/2026}
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% \begin{itemize}
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% \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.
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% \item Developed an online differentiable optimization pipeline in CUDA that adapts the Gaussian cache to dynamic lighting and transfer function changes during rendering.
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% \item Built a spatial-hash-based fused MLP for radiance caching on volumetric heterogeneous media.
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% \item Supervised by Prof. Westermann.
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% \item Technologies: C++, CUDA, Vulkan, Optix.
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% \end{itemize}
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% \subsection*{\textbf{GPU-Driven Point Cloud Renderer} \hfill\normalfont\itshape TUM}
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% \begin{itemize}
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% \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).
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% \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.
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% \item Implemented batch-based frustum culling, Morton-code spatial sorting, and screen-coverage LOD selection via 10-bit quantized position precision.
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% \item Used Vulkan subgroup extensions for warp-level optimizations.
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% \item Technologies: C++, Vulkan, GLSL.
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% \end{itemize}
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% \subsection*{\textbf{The Forge Rendering Framework Updates}}
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% \begin{itemize}
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% \item Updated The Forge framework's visibility buffer implementation for gradient calculation.
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% \item Maintained and optimized CI/CD pipelines.
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% \item Ported the framework to Linux (desktop and Steam Deck).
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% \end{itemize}
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% \subsection*{\textbf{Forza Motorsport 8: Shadows System Optimization}}
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% \begin{itemize}
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% \item Optimized real-time asset streaming and rendering pipeline, reducing loading times and improving graphical fidelity in high-speed automotive environments.
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% \item Added and optimized shadowing techniques for higher quality rendering and map-wide shadow coverage.
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% \item Developed artist-friendly tools to enhance real-time rendering workflows for engine and automotive visualization pipelines.
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% \end{itemize}
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% \subsection*{\textbf{Evol Game Engine -- Graduation Project}}
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% \begin{itemize}
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% \item Developed a high-performance, Vulkan-powered game engine with real-time physics simulation, applicable to vehicle simulation and digital twin technology.
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% \item Built a modular scene editor for real-time rendering and physics-based simulation.
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% \item Implemented the Vulkan renderer for the engine core and an OpenGL PBR renderer for the editor.
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% \item Technologies: C, C++, Vulkan, OpenGL, ImGUI.
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% \end{itemize}
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% \subsection*{\textbf{AUV Simulation \& Interfacing}}
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% \begin{itemize}
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% \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.
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% \item Designed the simulator, developed the Gazebo plugins and the C++ ROS nodes.
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% \item Technologies: C++, ROS, Gazebo, Qt5.
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% \end{itemize}
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% \subsection*{\textbf{ImprovGFX}}
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% \begin{itemize}
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% \item A renderer/rasterizer built from scratch to render .obj models and .tga textures, with OpenCL providing GPU acceleration.
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% \item Built a clean API for constructing scenes and shaders.
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% \item Technologies: C++, OpenCL C.
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% \end{itemize}
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% ===== SKILLS =====
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\section{Skills}
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\begin{multicols}{2}
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\textbf{Languages:}\\
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\quad C \quad C++ \quad C\# \quad Python \quad GLSL \quad HLSL \quad
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\vspace{6pt}
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\textbf{Graphics \& HPC:}\\
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\quad Vulkan \quad OpenGL \quad DirectX \quad CUDA
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% \vspace{6pt}
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% \textbf{Domains:}\\
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% \quad XR Development \quad 3D Gaussian Splatting \quad Omniverse
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% \vspace{6pt}
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% \textbf{Robotics \& Simulation:}\\
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% \quad ROS \quad Gazebo
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\vspace{6pt}
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\textbf{Other:}\\
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\quad Omniverse \quad CI/CD \quad AI Agents \quad Production deployment
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\end{multicols}
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\end{document}
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