Jinwoo Choi
Graphics Engineer
About

Graphics Engineer & Game Developer
will always be happy to connect
- Github: https://github.com/Nero-TheThrill
- Region: South Korea
- Degree: Bachelor of Science in Computer Science in Real-Time Interactive Simulation
- Email: imjinwoo98@gmail.com
I am a graphics engineer with a background in real-time rendering and GPU performance optimization. My experience spans from optimizing graphics for VR devices to implementing advanced rendering techniques such as Deferred Shading, Adaptive Resolution, and Poisson PCF filtering. My expertise lies in optimizing real-time graphics performance, debugging rendering issues, and developing custom shaders to achieve high-quality visual effects. I enjoy writing shaders to push rendering quality and efficiency, experimenting with new techniques to create immersive and visually striking experiences. I am always excited about pushing the boundaries of real-time graphics and exploring innovative rendering techniques.
Portfolio
- All
- Graphics
- Unity/Unreal
- Others
Education
Bachelor of Science in Computer Science in Real-Time Interactive Simulation
2021.08 - 2023.04
Digipen Institute of Technology, Redmond, WA
Bachelor of Science in Computer Science in Real-Time Interactive Simulation
2017.03 - 2019.06
Keimyung University, Daegu, KR
Additional Experience
Military service
2019.08 - 2021.02
Paju, KR
Professional Experience
XR Engine and Runtime Software Engineer
2023.05 - 2024.10
ByteDance, Mountain View, CA
- Blog Post: https://developer.picoxr.com/news/urp-fork
- Optimized 15-30% of GPU usage on Unity's Universal Render Pipeline (URP) bloom for the VR device
- Corrected depth perception distortion in Unity's built-in pipeline Multiview feature
- Optimized 8-10% of GPU usage on the VR device by implementing Poisson Percentage Closer Filtering(PCF)
- Collaborated with Runtime team to integrate Adaptive Resolution, Super Resolution, and Sharpening features into Unity XR SDK
- Improved GPU usage by 10% and reduced GPU memory consumption from ½ to ⅒ across general Unity-built VR applications
- Investigated performance issues specific to Pico products related to the Unity engine and submitted solutions to Unity
- Benchmark and analyze Unity UI and Particles for the internal project
- Built multiple demo and test app with Unity Polyspatial for visionOS
- Designed and Implemented a Unity particle parser to extract and replicate particle system data across different platforms
- Debugged and Resolved compatibility issues between URP and Adaptive Resolution, extending the maximum achievable resolution
- Developed and implemented a comprehensive Unity project for analyzing user input across multiple devices using the XR Interaction Toolkit
AR Effect Software Engineer Intern
2022.05 - 2022.08
Tiktok, Mountain View, CA
- Implemented Deferred Shading for the Uber Shader(6000+ lines) to improve the performance limitations of TikTok stickers
- Integrating Physics Based Rendering, Environment Mapping, UV, Normal Texture, Fresnel to the Deferred Shading
- Implemented Transparent, Temporal Anti-Aliasing to the shader, and integrated Deferred shading with Forward Shading
Undergraduate Teaching Assistant
2021.09 - 2021.12
Digipen Institute of Technology, Redmond, WA
- Delivered a lecture on graphics technology, creating and presenting a detailed PowerPoint presentation to support learning and understanding of key concepts
Skills
Recommendations
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