- Started systematically learning skills at the intersection of game graphics and AI since 2022 (Rendering / AI / VFX / Toolchain)
- Published work on a controllable video camera preview generation system at ECCV 2026 as first student author
- Good English reading and writing skills (IELTS 7.0), able to read cutting-edge English literature and technical docs without barriers
- Solid foundations in mathematical statistics and data science, with experience in model training and dataset construction & processing
- A certain knowledge reserve in computer graphics, familiar with basic data structures and algorithm principles
- Tech otaku with strong self-drive and learning initiative, able to quickly absorb new knowledge and apply it in practice. Love researching the implementation principles of in-game special effects
- Familiar with common toon rendering techniques, having attempted to land and implement effects in both Unity and UE5
- Hobbies: ACGN enthusiast, Kigurumi, photography, fingerstyle guitar(listen only, don’t play) / electric guitar, and everything related to computer graphics
Skills
Work Experience
- Participated in Naraka: Bladepoint AI Bot R&D, responsible for upper-level script mining — extracting reusable tactical patterns from game recordings
- Explored player intent modeling by abstracting Bot intent labels from behavior sequences and state-event streams to support script decision-making
- Built a mining pipeline based on temporal knowledge graphs and clustering; Agent queries the graph to generate scripts for match deployment
- Independently led UE5 AI smart lighting system R&D, built the in-engine lighting data collection and model training pipeline from scratch, preliminarily validating the model's ability to extract explicit in-engine lighting parameters from GBuffer inputs guided by reference images; also participated in the Agentic system for locating and placing logical light sources in complete environments
- Responsible for Arc Raider mobile VFX asset cleanup and specification drafting, and participated in optimizing selected effects
- Co-developed a new FPS scene lighting pipeline ensuring correct indoor/outdoor exposure; built a physical light fixture plugin with DataAsset config interface, unifying atmosphere, post-processing, TOD and lighting config workflow
- Participated in Project One Up, assisted with external asset onboarding under project specifications
- Developed and maintained in-engine texture channel merging/mapping tools and scene material override scanning tools
Education


Portfolio
Controllable Video Camera Preview Generation (ECCV 2026)
Built a complete virtual camera data synthesis pipeline on Unity, including timeline baking tools for three common camera data types, and developed a node-based storyboard video generation system
Published at ECCV 2026 (one of the top three CV conferences) as first author. Research on combining in-engine camera preview with video generation models for controllable workflows. Responsible for the main features of the project: Unity LLM interaction for script & shooting plan generation (RAG/Schema structured), node-based GUI editor, 3D camera trajectory dataset construction, autoregressive & Diffusion-based trajectory generation model training, DPO-based trajectory post-training
UE5 AI Smart Lighting System
Agentic Pipeline
HDBSCAN semantic clustering for preliminary grouping; after reasoning by the clustering Agent, Grounding DINO + Line Trace achieves precise localization of logical light sources. Team Agent orchestration avoids context bloat
Data-Driven Pipeline
Independently led during Tencent IEG internship. SIGGRAPH 2027 Work In Progress
Using image generation models such as LumiNet or GPT Img 2 to transfer the lighting style of a reference image onto the Unlit render of an un-lit scene, then combined with GBuffer geometry information, fed into the subsequent lighting parameter extraction model to reconstruct explicit in-engine light parameters. Built the in-engine lighting data collection and model training pipeline from scratch for AI-assisted lighting
The image-to-lighting-parameter extraction model requires training, so we built a lighting data collection pipeline from scratch, including but not limited to GBuffer and various light Component parameters, achieving Scaling Up via Jitter & OLAT data augmentation
The model is designed as a DETR-like Extractor with a Coarse2Fine two-stage training strategy, using Hungarian matching to compute loss for predicting variable-length unordered sets. Data collection is still ongoing, but the model’s capability has been preliminarily validated
FPS Gameplay
Implemented basic FPS gameplay logic from scratch: damage calculation, reloading, hit / recoil feedback
Basic animation logic, animation blending with Aim Offset, and distinct designs for 5 weapons
Complete health system, Niagara Blood Decal (environmental blood splatter), UMG screen blood stains / hit-direction indicator
RPC network replication; first-person arms & third-person body developed simultaneously, with multicast animation / VFX / audio
Red Dead Redemption 2 - Dead Eye:
Skill activation/deactivation post-process animation, Time Dilation
Maintains an FHitResult TQueue to achieve stable client-side marking UI and execution logic; server & client timer handles ensure correct animation execution
UE5 Scene Lighting
TOD System
Unifies physical atmosphere, procedural sky sphere, and PP exposure control; provides a standardized management workflow
Physical Light Fixture Plugin
Scene lighting pipeline for FPS projects ensuring correct indoor/outdoor exposure; the physical light fixture plugin provides a DataAsset config interface, unifying atmosphere, post-processing, TOD and lighting config workflow
Physics-Field Foliage Interaction
Uses a single-layer RT to simulate a mass-spring field; material samples the simulation result for WPO, achieving more natural bending and rebound
Applies exponential decay along the foliage stem, greatly improving the WPO tearing issue
VFX Works
Black Saber Excalibur
Procedural + texture black-white flash, Modulate fake light, Houdini ground crack
Ice / Crystal
Crystal material, spline-based custom particle ribbon, posterization, shockwave, magic circle
Tutorial Works
Fire Meteor & Hell Attack
Parallax crater, post blur, combo logic, UV shearing…
Thunder & Lightning Bolt
Ribbon, line field, asynchronous damage, Event tail…
Ice Spike & Annihilate
Parallax ice surface, SSS ice spike, complex enemy-searching logic, Spawn Group…
Toon Rendering
UE5.7 Source-Modified Custom Toon Rendering
Added a custom Shading Model with Ramp Atlas shadow transition, ILM AO / Specular
Layered hair Matcap, Rim Light and other common toon rendering features
Added an R16 G16 B16 A16 Toon Buffer with custom MRT Payload to pass data to the Deferred Lighting Pass for subsequent lighting calculation
Spherical parallax eye rendering, with AO-corrected facial SDF shadow (Work In Progress)
Bakes tangent-space smoothed normals and curvature into the model’s UV2 & UV3; Bake tool integrated into the engine right-click menu
Custom-modified global illumination replacing spherical harmonics; flattens normals by modifying Lumen to simulate low-frequency GI, reducing the plastic look in dark areas
Unity URP - Genshin Impact Character Shading
Ramp shadow transition, screen-space equidistant rim light, backface normal outline, SDF face shadow…
Others
Shield Hit Effect
WPO, blueprint hit-response logic
Learning-Based Intelligent LOD Generation for VFX
Initiated by Tencent IEG engine graphics remote project. Explored deep learning and reinforcement learning concepts, learned about VFX performance criteria, attempted theoretical modeling, and learned UE5 plugin development from scratch. Successfully implemented batch Niagara LOD module addition as shown (Slate UI, etc.)
C++ Software Ray Tracing Renderer
Following the GAMES101 course, independently implemented BVH and Monte-Carlo microsurface, then completed the whole renderer via Peter Shirley’s Ray Tracing series, adding Tone Mapping and multi-threading on top


















