About Me
- M.Sc. in Digital Media Creative Engineering at Shanghai University; B.Sc. in Data Science & Big Data Technology at Shanghai University of International Business and Economics
- Began learning Technical Artist skills (AI/VFX/Rendering/Tools) since 2022. Self-completed GAMES101 and GAMES202, documenting the journey on Zhihu
- Published a paper on controllable video camera preview generation system at ECCV 2026 as first student author
- IELTS 7.0, able to read cutting-edge English literature and technical docs without barriers
- Solid foundations in mathematical statistics, closely following AIGC and 3D vision developments
- Tech Otaku with strong self-drive, able to quickly absorb new knowledge and apply it. Love researching implementation principles of in-game VFX
- Hobbies: finger-style / electric guitar, ACGN enthusiast, Kigurumi, photography
Skills
Work Experience
- Participated in Naraka: Bladepoint AI Bot R&D, responsible for upper-level script mining — extracting reusable tactical patterns from game recordings
- 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 in-engine lighting data collection and model training pipeline from scratch
- Responsible for Arc Raider mobile VFX asset cleanup and specification drafting
- 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
Portfolio
Shield Hit Effect
WPO, bluprint logics of shield-hit response
Learning-Based Intelligent LOD Generation for VFX
Initiated by Tencent IEG engine graphics remote project. Explored deep learning and reinforcement learning concepts, VFX performance criteria, theoretical modeling, and UE5 plugin development (Slate UI). Successfully implemented batch Niagara LOD module addition
C++ Software Ray Tracing Renderer
Followed GAMES101 course, implemented BVH and Monte-Carlo microsurface, then completed the renderer via Peter Shirley’s Ray Tracing series with Tone Mapping and multi-threading
ShaderToy Practice
Controllable Video Camera Preview Generation (ECCV 2026)
Published at ECCV 2026 as first student author. Research on combining in-engine camera preview with video generation models for controllable workflows. Responsible for: Unity LLM interaction (RAG/Schema), node-based GUI editor, 3D camera trajectory dataset, autoregressive & Diffusion trajectory generation, DPO post-training
UE5 AI Smart Lighting System
Independently developed during Tencent IEG internship. Built in-engine lighting data collection and model training pipeline from scratch
UE5 Scene Lighting Pipeline & Physical Light Plugin
FPS scene lighting pipeline ensuring correct indoor/outdoor exposure; physical light fixture plugin with DataAsset config interface, unifying atmosphere, post-processing, TOD and lighting config
VFX Works
Black Saber VFX
Sonetto VFX
VFX Tutorial
A series of advanced effects using UE4 Niagara, materials and blueprints
Fire Meteor & Hell Attack
Crater by parallax occlusion, radial blur with stencil test, combo logic, UV shearing
Thunder & Lightning Bolt
Line field, asynchronous damage, ribbon tail with Niagara event
Ice Spike & Annihilate
SSS ice material, complex logic for searching enemy, Spawn Group
Unity URP - Genshin Impact Character Shading
Ramp shadow, SDF face shadow, screen space rim light, backface normal outline


















