I help golfers/tennis players from mid 40s to 60s who experience a decline in their sports performance due to aging. I help them experience youth renewal to play golf/tennis like they were much younger with powerful swing and precision. The offer is simply by wearing a 100% drug-free, 100% non-transdermal, super convenient, and affordable stem cells activation patch that increases your flexibility, mobility, bone density, and muscle strength. This patch uses light therapy to activate your own stem cells using your own emitted infrared light! Athletes have been using LifeWave patches for 20 years: https://www.vitalitysbest.com/blogs/news/two-decades-of-lifewave-transforming-lives-through-light
Sr. Graphics Engineer
Soul Machines
July 2019 - December 2022
Develop GLSL shader library and architect customized Deadline/AWS rendering pipeline which supports scale, flexibility, and robustness.
Certified Cellular Health Assistant Coach
Cellular Health Coaching
April 2020 - August 2020
Render Architect
MSG Ventures/Obscura Digital
June 2018 - July 2019
San Francisco Bay Area
Responsible for designing the CPU/GPU render platform infrastructure and implementing the next-generation unified rendering system for immersive 360 VR experience. This system encompasses on premise render farm and Deadline/AWS cloud rendering and distributed toolsets to be used both in-house and by the clients. Applications include Mistika VR, Nuke/Nuke Cara VR, Cinema4D, After Effects, Houdini, Octane, Redshift, and Arnold. In addition, responsible for finding solutions of supported components to the render pipeline including render server hardware configuration, scalable NAS storage, and 360 VR stitching application. Develop full stack render pipeline tools (React/Python).
CG Pipeline Supervisor
Vesalius Creations, Inc.
November 2017 - June 2018
San Rafael, CA
Setup a CG VFX pipeline using in house Google Cloud (Firebase) publishing/installing tools built with npm Node.js. Wrote Maya cloud publishing UI in Python/PyQT/PySide for all departments. Trained a team of 30+ artists onsite and remote (London, Germany, Italy, and NZ) in using cloud publishing/installing tools, documented workflows, color pipeline, standards, and best practices. Applications involved included Maya, Arnold, Ziva, Mari, Nuke, Conductor, Photoshop, Zbrush, and Mudbox. Customized Jira for CG production tracking system in replace of the out of the box system such as Shotgun. Set up artists environment for migrating from Windows to Linux.
Senior RenderMan Software Developer
Pixar
October 2014 - October 2017
Emeryville, CA
Developed RIS C++ shader plugins for Linux, Windows, and OSX. Enhanced RenderMan for Houdini/Katana Python/C++ plugins and Scenegraph API. Wrote production friendly user's guides and improved user experience and workflow efficiency. Also wrote RenderMan for Houdini online documentation from the start to completion: https://rmanwiki.pixar.com/display/RfH/RenderMan+for+Houdini. Provided Pixar Studio internal support as well as external onsite customer support. Advocate for the productions in the RenderMan team. Presentations of RenderMan for Houdini at Siggraph Pixar's Art & Science Fair and debut presenter for "How Pixar propelled the evolution of CGI" at NASA's Goddard Flight Center to over 165 attendees including the rocket scientists: https://istcolloq.gsfc.nasa.gov/content/spring-2017-colloquium-series-chu-tang
Senior Shader Writer/Look Development TD
Bron Studios
November 2013 - June 2014
Burnaby, BC
From the ground up, solely responsible for setting up the company's first time RenderMan for Katana pipeline including surfacing, lighting, and rendering as well as developed physically plausible surface and light shaders and utility co-shaders. This was on Linux. Wrote a NPR shader for the stylized animation look. First version of the shader library was completed within 6 weeks. Setup, documented, and presented the color pipeline from Photoshop/texturing to Avid/editing. Setup, documented, and trained the team in Renderman/Katana in addition to troubleshooting and setting up rendering/baking processes. Additionally, completed look development of the main character.
Shading Technical Director
Pixar
June 2010 - October 2013
Responsible for all phases of the shading pipeline including creating UV in Maya, texture painting in Photoshop/Paint3d, sculpting in Mudbox, shading using Slim, and writing shaders and Slim templates, commands, and scripts as well as fixing shading related pipeline tools that were written in Python, SL, Tcl, Perl, Shell, and other scripting languages. Also groomed and shaded hairy character using in-house hair system as well as look developed refracted assets such as water. Converted old assets and shaders from previous films that were done in a different pipeline. Worked in a very high dynamic and fast pace environment where the shortest deadline was delivering first look in 2 days from the day of receiving the art concept to completing painting and shading the hero asset with variants. End products are short films that are being broadcasted on TV, Disneyland theme park, as well as theatrically shown preceding Pixar features.
Look Development TD
ImageMovers
March 2009 - June 2010
Look Development TD on "A Christmas Carol".
Lead Look Development TD on "Mars Needs Moms".
Senior Shader Writer
Laika
January 2008 - February 2009
Developed core RenderMan shaders and library using Houdini OTL for user interface. Enhanced SOHO (Houdini RIB generator) using Python. This was on Linux.
Shader Writer/Look Development TD
Wētā FX
October 2004 - January 2008
Lead Shader Writer and Look Development TD for all plant assets on "Avatar"; Shader Writer and Look Development TD on "The Water Horse: Legend of the Deep" and "Eragon"; key shader writer and surfacing TD for the main creatures in "Bridge to Terabithia"; Shader Writer, Look Development TD, and Lighting TD for "Xmen3" and "King Kong".
Shader Writer/Look Development TD
Jim Henson Creature Shop - London
May 2003 - November 2003
Shader Writer for "Lara Croft Tomb Raider" and "The Water Giant".
Shader Writer/Look Development & Lighting TD
Wētā FX
March 2000 - September 2002
Shader Writer, Look Development TD, and Lighting TD for the "Lord of the Rings" trilogy.
Technical Director
Dream Quest Images
May 1998 - February 2000
Shader Writer and Lighting TD on "Mission to Mars"; "Bicentennial Man" ; and "Mighty Joe Young";. One person team Cloth Animation TD on "Inspector Gadget".
Senior Software Engineer
Square USA, Los Angeles
October 1996 - May 1998
Designed and implemented a real-time game in C++. Wrote production tools in C++ and Lisp.
Software Engineer
Sony Pictures Imageworks
February 1995 - October 1996
Designed and implemented an application framework, a set of C++ classes and pre-built GUI components. Wrote Composer plugins and macros for "The Ghost and the Darkness".
Senior Systems Analyst
Sony Pictures Entertainment
January 1994 - February 1995
Designed and implemented Residuals application.
Project Development Manager
Altium (An IBM Company)
July 1989 - January 1994
July 1989 - 1991 - Software Engineer. Developed and maintained CAD application in C.
July 1991 - 1992 - Technical Project Lead. Led a group of 7 software developers in design and developing add-on application to the main CAD application in C.
July 1992 - Jan 1994 - Project Development Manager. Led a group of software developers in the next generation object-oriented CAD system using C/C++.