Based in Redmond, WA πΊπΈ / South Korea π°π·
I am a Graphics Programmer passionate about Low-level Graphics, Rendering Engine Architecture, and Optimization. I have experience developing custom engines using OpenGL, Vulkan, and DirectX 12.
Bellevue, WA (Sep 2025 - Dec 2025)
- Integrated AMD FidelityFX (FSR 1, CAS) and implemented DirectX 12 Compute Shaders.
- Conducted deep-dive frame analysis of Fortnite using PIX & Radeon GPU Profiler.
- Implemented DirectX 12 Mesh Shaders and explored Work Graphs for GPU-driven frustum culling.
Meridian, ID (May 2025 - Aug 2025)
- Analyzed and optimized the Google Filament engine rendering pipeline on mobile/PC.
- Benchmarked SAO vs GTAO and implemented a custom DirectX 11 texture compressor (BC4/BC6H).
π§ CubeEngine
OpenGL & Vulkan & DirectX 12 Rendering Engine Written In C++
- Role: Graphics Programmer
- Tech: C++, OpenGL, Vulkan, DirectX 12, HLSL/GLSL
- Key Features:
- Developed a graphics framework rendering identical output across OpenGL, Vulkan, and DirectX 12.
- Implemented PBR (Physically Based Rendering), IBL, Skybox, and MSAA.
- Seamlessly integrated Graphics, Engine core, and Game demo components.
- Tech: C++, BVH, Path Tracing
- Developed a BVH-accelerated Path-Tracer implementing Reflection, Transmission (Snell's Law, Beer's Law), and Multiple Importance Sampling (MIS).
- Integrated Image Based Lighting (IBL) and Depth of Field (DoF).


