Edmund Wong

Software Engineer at Bright Pattern, Inc.
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Contact Information
us****@****om
(386) 825-5501
Location
Union City, California, United States, US

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Experience

    • United States
    • Software Development
    • 1 - 100 Employee
    • Software Engineer
      • Jan 2014 - Present

      -design and implementation of server applications in C++ -development of SMPP-compliant SMS messaging component with high availability -social media integration with cloud contact center software -database migration from MySQL to MongoDB -design and implementation of server applications in C++ -development of SMPP-compliant SMS messaging component with high availability -social media integration with cloud contact center software -database migration from MySQL to MongoDB

    • United States
    • Higher Education
    • 700 & Above Employee
    • Graduate Teaching Assistant
      • Sep 2012 - Mar 2013

      • taught students in lab sessions about using the Linux environment, Pthreads/C++01 threads, OpenMP, MPI, CUDA, parallel programming / debugging techniques, for the upper-division and graduate level Parallel Computing classes at UCSD. • graded assignments, tests and exams; led discussion sessions. • designed 3 parallel programming assignments in C++. • taught students in lab sessions about using the Linux environment, Pthreads/C++01 threads, OpenMP, MPI, CUDA, parallel programming / debugging techniques, for the upper-division and graduate level Parallel Computing classes at UCSD. • graded assignments, tests and exams; led discussion sessions. • designed 3 parallel programming assignments in C++.

    • Senior Software Engineer
      • Jul 2008 - May 2011

      • maintained and developed game-engine and gameplay code using C++, C# .NET, Python, HLSL with Visual Studio 2008 and DirectX 9/10 on PC Windows platforms. • supervised junior engineers. • Selected tasks include  Frame rate and memory optimization: optimized existing engine code using more efficient algorithms and techniques such as SIMD vectorization and cache/register blocking. Reduced memory usage of data structures with more efficient formats. Render state changes and draw calls were reduced.  Adding multicore support: implemented a multi-threaded task system that allowed for better core utilization. Existing code was re-structured to take advantage of the system. OpenMP was utilized to add multicore support in code modules that are not suitable for the task system. The rendering module was re-engineered to be run in parallel with other modules.  Improving rendering quality: reduced shadow aliasing with cascaded shadow map. Other improvements included ambient occlusion and N-patches. Show less

    • Database Administrator
      • Feb 2008 - Jun 2008

      • retrieved and analyzed information and statistics from the company members’ SQL database using MS SQL Server and Access. - managed and optimized the existing database, designed new tables, views, and managed existing data for better representation, security and efficiency. • coding, analyzing, debugging, maintaining SQL queries/programs. • retrieved and analyzed information and statistics from the company members’ SQL database using MS SQL Server and Access. - managed and optimized the existing database, designed new tables, views, and managed existing data for better representation, security and efficiency. • coding, analyzing, debugging, maintaining SQL queries/programs.

    • Software Engineer
      • Oct 2004 - Jan 2008

      - implemented UI, gameplay, networking and AI code with C++ and Visual Studio.NET 2003 on Windows platform. - improved realism of animal movement in Marine Park Empire by using Hermite Curve. - enhanced the terrain and level editor with multi-level terrain texture blending using shader programs. - developed a messaging application in MFC for out-of-game chatting with in-game players. - implemented UI, gameplay, networking and AI code with C++ and Visual Studio.NET 2003 on Windows platform. - improved realism of animal movement in Marine Park Empire by using Hermite Curve. - enhanced the terrain and level editor with multi-level terrain texture blending using shader programs. - developed a messaging application in MFC for out-of-game chatting with in-game players.

Education

  • UCSD
    Master of Science (MS), Computer Science
    2011 - 2013
  • The University of Hong Kong
    Bachelor of Engineering (BEng), Computer Engineering
    2001 - 2004

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