Real-time rendering, performance optimization, and graphics engineering

Developer portfolio focused on real-time graphics and performance optimization.

I work at the intersection of low-level graphics programming and production art pipelines: mobile GLSL shaders, Vulkan rendering experiments, CUDA path tracing, CPU rasterization, Unity shading, Unreal grooming, and workflow tools for technical artists.

Vulkan CUDA GLSL / HLSL C++ Unity / Unreal

Selected work

Projects

Mobile Rendering

Mobile GLSL Shader Showcase

A collection of optimized real-time shader studies for stylized car paint, lava effects, animated cloud materials, water reflection, and low-cost in-game shadows.

Red flame car paint preview
GLSL HLSL Unity Mobile GPU
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Graphics API

Vulkan Grass Rendering

Real-time Vulkan grass renderer with Bezier blade representation, procedural wind, culling optimizations, blade-count performance analysis, and tessellation-based LOD.

Vulkan grass rendering preview
Realtime Vulkan grass rendering preview
Vulkan C++ Culling LOD
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GPU Path Tracing

GLSL Path Tracer

GPU-accelerated global illumination path tracer implemented entirely in GLSL fragment shaders with OpenGL 3.3 and Qt 6 progressive accumulation.

GLSL path tracer rough mirror render
Rough mirror global illumination render
GLSL OpenGL Qt 6 GI
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Rigging Tool

Meta Echo

RBF-based automated facial rigging tool that retargets MetaHuman facial performance to custom cartoon characters and prepares them for Unreal Live Link animation.

Meta Echo facial rigging result
Meta Echo facial rigging result
Python RBF Maya MetaHuman
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Rendering Optimization

Terrain Shadow Optimization

Real-time shadow optimization scheme for an SNS community game, using render textures, baked directional shadow channels, and static batching to reduce runtime shadow cost.

Patent CN110517346B
SNS community game cabin scene with optimized shadows
SNS game terrain shadow case
Unity Shader RenderTexture Patent
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Core stack

Skills

Graphics Programming

C++, CUDA, Vulkan, OpenGL, GLSL, HLSL, rasterization, path tracing, shader programming, performance profiling.

Game Engines

Unity, Unreal Engine 5, real-time material systems, mobile rendering, rendering optimization, gameplay visual effects.

Experience

Work Experience

Software Development Engineer Intern, AWS

May 2025 - September 2025

Graphics Engineer, Tencent Games

July 2021 - October 2023

About

Education

University of Pennsylvania

Computer Graphics and Game Technology, Sep 2024 - Oct 2026

University of Pennsylvania

Computer and Information Technology, Sep 2023 - Jul 2024

Contact

Open to graphics engineering and rendering opportunities.

lobizhao@gmail.com