Personal Information
Name: Chen Shi
Sex: Male
Nationality: P.R. China
Birthday: Oct. 8th, 1980
Address: Sujeung-gu,Taepeong2-dong, 3494-310, Seongnam-si, Gyenggi-Do, Korea
Cellphone: +82-10-5822-0229
E-mail: jinsek@gmail.com
Interests: Graphics programming
Objective
Job position in Game and Computer Graphics related fields.
Education
Mar. 2003 – Feb. 2005
Degree: Master of Engineering
University: College of Information Technology, Division of Media, Ajou University, South Korea.
Major: Computer Science
Thesis: Arbitrary Volume Controlled Smoke Animation
Honors: IITA Fellowship Holder
Sep. 2002 – Mar. 2003
Degree: Master of Engineering (Dropped for going abroad.)
University: Dept. of Mechanical Engineering, Huazhong University of Science & Technology, P.R. China.
Major: Mechanical Engineering
Sep. 1998 – Jun. 2002
Degree: Bachelor of Engineer
University: Dept. of Mechanical Engineering, Huazhong University of Science & Technology, P.R. China.
Major: Mechanical Engineering
Thesis: Study of Remote Education Methods for Machine Fixture
Mar. 2000 – Mar.2002
Minor: Minored Compute Science at Dept. of Computer Science and Engineering, Huazhong University of Science & Technology
Programming Languages/Tools
C, C++ & STL, Win32API, MFC, OpenGL, DirectX, Nvidia CG, WinSocket Programming, COM&ATL, Java, PHP, MySQL, Maya API & MEL.
Software
Flash, 3DS Max, Maya, Visual Studio, Motion Capture file ( .bvh & .asm .asf ) Editing and PhotoShop, MS Word etc.
Game Engine
Unreal3 Engine, Jupiter Engine, OGRE
Languages
Fluent English, Korean, and Native Chinese Speaker
Project/Work Experience
Jun. 2003 to Aug.2004
Project: Motion synthesis
- Implemented a editor for .asm and .asf format motion capture file.
- Implemented Motion Graph and a Randomized Search algorithm to create new motion, which was defined by key-frames.
- Implemented the Foot-skate Cleanup module for the motion capture editing tool.
Aug. 2004 to Feb. 2005
Project: Arbitrary Volume Controlled Smoke Animation
- Implemented a fluid solver based on Jos Stam’s famous Stable Fluid algorithm and extended it from uniform grid to arbitrary volume, which was controlled by a FFD module.
- Implemented a hardware based renderer which computed the interaction of lights with fluid to get the radiance fields.
- Implemented a Maya plug-in for fluid animation.
Feb. 2005 to May. 2005
Company: Youl-System (http://www.youlsys.co.kr/)
Project: Interior Design Navigation Application
- Implemented the Shadow/Light solution, which includes a static shadow map texture(including texture coordinated mapping information) generator and a dynamic shadow map solution based on OpenGL extension.
- Embedded shadow & per pixel light part and texture animation into KZ Engine (rendering engine, belongs to Youl-system).
- Cooperate to build the main frame.
May. 2005 to Sep. 2005
Company: INUS Technology (http://www.inustech.com)
Project: Turbine Blade Inspection Add-in
- Implement the blade section feature extracting/fitting add-in base on rapidform API, ActiveX control & other commercial libraries
- Released with Rapidform2006
Sep. 2005 to Jan.2006
Company: INUS Technology (http://www.inustech.com/)
Project: Gap&Flush Gauge
- Implemented the gauge for potential user to inspect the gap & flush of products, which are regarded as a critical quality factor of appearance
- Implemented a script system for user-defined computing flow, inspection project reusing, and one button computation.
- Released with XOV.
Jan. 2005 to March.2006
Company: INUS Technology (http://www.inustech.com/)
Project: Sequence Point Loop Segmentation Gauge
- Key Algorithm: recover and select algorithm.
- Embedded into rapidformXO Reverse Engineering
April. 2006 to Aug.2006
Company: SK Independence( http://www.independence.co.kr/)
Project: E-project Demo Application by Jupiter Engine
- World Loading/Editing
- Character Loading/Animation control/ Partial Animation
- Simple UI & Object Interaction
Aug. 2006 to Aug. 2007
Company: SK Independence( http://www.independence.co.kr/)
Project: E-project Prototype Application by Unreal3 Engine
- Engine/Editor Function Extending & Customizing.
- Character Loading/Animation Control base on server/client model( include save/load key character data to/from database).
- Level streaming for world map loading base on server/client model.
- UI Customization and Asian language support
Aug. 2007 to Now
Company: Neowiz Games( http://www.pmang.co.kr/)
Project: FIFA ONLINE
- Cooperated with building the game server&client and taking resposibility of add new contents into game.
- Server Performance Optimization.
- Lead the Game's oversea Version's development and oversea launching.
Project: NBA Street ONLINE
- Cooperated with building the game server
- Cooperate to build the oversea Version.
References Available Upon Request