Xuan Yu

Principal Scientist at DGene 叠境数字科技
  • Claim this Profile
Contact Information
us****@****om
(386) 825-5501
Location
Irvine, California, United States, US

Topline Score

Topline score feature will be out soon.

Bio

Generated by
Topline AI

5.0

/5.0
/ Based on 2 ratings
  • (2)
  • (0)
  • (0)
  • (0)
  • (0)

Filter reviews by:

Ivan Neulander

I had the pleasure of working with Xuan on the proprietary production renderer at Rhythm & Hues. We interviewed a number of candidates for this position and ultimately chose Xuan based on his superior technical skills in rendering, his firm grasp of software engineering and C++, his excellent verbal and written communication, and his pleasant and down-to-earth personality. Over the five months that he has worked on my team (right up to the bankruptcy of Rhythm & Hues), I have been nothing but impressed with his performance and his level of professionalism. He was truly a pleasure to work with and performed at a level far exceeding his level of experience in the industry. I wholeheartedly endorse and recommend Xuan to anyone lucky enough to have a chance to work with him.

Kevin Beason

Xuan is an excellent programmer who came into a different environment than he is used to but quickly adapted and made many valuable contributions to our large, legacy code base during his time here. He is well-spoken, communicates clearly, and understands and modifies programs efficiently as evidenced by how rapidly he identified crucial issues and completed work. I'm sorry to see him leave but I'm sure he will be a valuable asset wherever he chooses to go.

You need to have a working account to view this content.
You need to have a working account to view this content.

Experience

    • China
    • Software Development
    • 1 - 100 Employee
    • Principal Scientist
      • Apr 2018 - Present

      Digital virtual character modeling and rendering Digital virtual character modeling and rendering

    • United States
    • Telecommunications
    • 700 & Above Employee
    • Senior Engineer
      • Apr 2013 - Sep 2016

      Worked on Qualcomm Adreno team for 3 and a half years on 2 consecutive generations of GPU design and verification. Worked on Qualcomm Adreno team for 3 and a half years on 2 consecutive generations of GPU design and verification.

    • United States
    • Movies, Videos, and Sound
    • 1 - 100 Employee
    • Software Engineer Staff
      • Oct 2012 - Feb 2013

      Worked for the Oscar winning visual effect studio Rhythm and Hues on the proprietary rendering software, a core component of the studio’s production pipeline. My work includes fixing bugs, improving functionality and algorithms for the renderer as well as supporting artists for ongoing film productions. Worked for the Oscar winning visual effect studio Rhythm and Hues on the proprietary rendering software, a core component of the studio’s production pipeline. My work includes fixing bugs, improving functionality and algorithms for the renderer as well as supporting artists for ongoing film productions.

    • United States
    • Higher Education
    • 700 & Above Employee
    • Research Assistant
      • Jan 2007 - Nov 2012

      Worked on a number computer graphics projects which mainly focused on real-time and realistic rendering (recent first): • Realistic rendering of hair and fur using GPU K-Buffer (with AMD Graphics team), Efficient hair modeling using guide surfaces. • Real-time light field generation and rendering from synthetic view or stereo pair for simulating dynamic depth of field effects. • Glossy surface reflection using GPU ray tracing with importance sampling and image space filtering. • Multi-perspective rendering for simulating a variety of non-pinhole cameras. • Real-time ray geometry estimation for rendering light caustics, surface curvature and line-art illustrations(from surface principle direction). I was granded a department fellowship for the satisfactory performance in graduate courseworks(1st in the intensive 3-day Ph.D prelims) and an university fellowship for the overall performance in graduate research and study. Show less

    • United States
    • Semiconductor Manufacturing
    • 700 & Above Employee
    • Research Intern
      • Jun 2011 - Aug 2011

      • Implemented an efficient GPU K-Buffer technique that is able to render hair with high quality shadow, transparency and anti-aliasing. (received credit for Tomb Raider 2013 hair) • Developed an aliasing free hard shadow algorithm that directly works on current rasterization pipeline but at ray tracing precision. • Implemented an efficient GPU K-Buffer technique that is able to render hair with high quality shadow, transparency and anti-aliasing. (received credit for Tomb Raider 2013 hair) • Developed an aliasing free hard shadow algorithm that directly works on current rasterization pipeline but at ray tracing precision.

    • United States
    • Semiconductor Manufacturing
    • 700 & Above Employee
    • Research Intern
      • Jun 2010 - Aug 2010

      Research investigation and prototyping on realistic hair rendering and simulation techniques that can leverage the new graphics hardware features. Research investigation and prototyping on realistic hair rendering and simulation techniques that can leverage the new graphics hardware features.

    • United States
    • Software Development
    • 700 & Above Employee
    • Software Development Engineer(Vendor)
      • Sep 2006 - Jan 2007

      I had some fun time working in Microsoft's casual game team, I proposed and developed several game prototypes. One of them was later released on Windows Live Messenger platform(Google ”Rock Paper Scissors”). I had some fun time working in Microsoft's casual game team, I proposed and developed several game prototypes. One of them was later released on Windows Live Messenger platform(Google ”Rock Paper Scissors”).

    • China
    • Higher Education
    • 700 & Above Employee
    • Undergraduate Research Student
      • Mar 2005 - Jul 2006

      Developed a 3D FPS game prototype for the junior summer project of the software department. The graphics engine includes the basic features such as: skeleton animation, particle system, LOD terrain etc. It was recognized as the best summer project of the department. Proposed an efficient algorithm for real time walk through of large scale terrain on commodity graphics card using fixed size tiles organized by a Quadtree. An "Outstanding Undergraduate Thesis Award" was granted for this work. Show less

    • United States
    • Software Development
    • 700 & Above Employee
    • Research Intern
      • Nov 2005 - May 2006

      As an undergrad, I was very fortunate to have an internship opportunity in Microsoft Research Asia. During the internship, I implemented an efficient particle system under environment lighting for the SIGGRAPH project "Real-time Rendering of Realistic Rain" I was also recommended to Microsoft Master Program for professional training on software development process and employee fundamentals, during which we developed a casual game ”Microsoft Link-up” as the team project. It was released on Microsoft website. Show less

Education

  • University of Delaware
    Ph.D, Computer Information Science
    2007 - 2012
  • Shanghai Jiao Tong University
    B.S., Software Engineering
    2002 - 2006

Community

You need to have a working account to view this content. Click here to join now