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Layla Anahita-Shireen Mah |
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Objective |
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An R&D-style position, utilizing my current strengths, yet challenging me in new ways, thus providing me with the opportunity for growth in unexplored directions; both as an employee, and as a person. Preferred areas: DOOM 4, 3D Graphics, Physical Simulation, Robotics, AI, Game Engine/OS Design, Linguistics. |
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Education |
2002-Present |
Rensselaer Polytechnic Institute |
Troy, NY |
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· B.S. Philosophy, B.S. Computer Science, PhD. Computer Science – In Progress. Semesters Remaining: ~6. Relevant Undergraduate Coursework: Computer Architecture, Computer Organization, Operating Systems, Minds & Machines - Lego Robots, Physics Simulation (I,II), Distributed Haptic Feedback Networks, AI/Robotics, Advanced Parallel Simulation, 3D Engine Development (I,II), Game Development, Japanese 1-4, Study Abroad (China), etc. Relevant Graduate Coursework: Advanced 3D Graphics, Optimization Methods for Distributed Sensing, Game Engine Development, Image Processing, Cryptography. |
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Experience |
2007-Present |
Freelance Software Engineer |
上海,中国 |
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Senior Software Engineer |
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· Led a team developing a Chinese IME + Dictionary for Windows, Linux and Windows Mobile. · Designed and developed a Data Engine capable of searching and enumerating a heterogeneous set of databases much larger than the 32mb process address space of a Windows Mobile device while only consuming a small amount of system memory, and having average-case user-imperceptible latency. This same code runs on Windows/Linux; using a different (template) pre-fetching algorithm, exploiting additional memory. · Developed a Chinese/Japanese/English Flashcard Application for Windows and Windows Mobile. |
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Education |
Spring 2007+ |
East China Normal University(华东师范大学)– Shanghai |
上海,中国 |
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Mandarin Chinese - Study Abroad |
Advisor: Yanfeng Li |
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Attended courses on Mandarin Chinese, Communicative Chinese, and Chinese Traditional Landscape Painting, as well as a special topics course in the Shanghainese Dialect, accompanied by multiple 1-on-1 tutor sessions each week. |
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Publication |
2006 |
IEEE International Conference on Robotics and Automation |
Rome, Italy |
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With: Stephen Berard, Binh Nguyen, Jeff Trinkle, Jon Fink, and Vijay Kumar |
Advisor: Jeff Trinkle |
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daVinci Code: A multi-model simulation and analysis tool for multi-body systems. Published in ICRA, 2007. |
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Experience |
2006 |
Xerox |
Albany, NY |
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Software Engineer |
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Researched and tested various bridge technologies for interfacing software with a distributed set of Oracle databases. |
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Research |
Spring 2006+ |
Rensselaer Polytechnic Institute |
Troy, NY |
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PhD Research |
Advisor: Jeff Trinkle |
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Continued research on physics simulation, soft shadows, and developing software for massively parallel computers. |
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Research |
Fall 2005 |
Rensselaer Polytechnic Institute |
Troy, NY |
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Advanced 3D Computer Graphics |
Advisor: Barbara Cutler |
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Implemented my area-light source (soft-shadow) algorithm using PS 3.0 shader hardware, with tone mapping support. Implemented: 3D Fractal Generation, Subdivision Surfaces, Radiosity, Navier Stokes, etc. Studied: Particle Systems, Cloth Simulation, Dist. Ray Tracing, Monte Carlo , Irradiance Caching, Photon Mapping, Subsurface Scattering, etc. |
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Experience |
2005 |
New York State Department of Health - Wadsworth Labs |
Albany, NY |
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Medical Image Processing Research |
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Worked with another PhD student to develop software for use in medical image processing; using Matlab and C++. |
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Research |
Spring 2005 |
Rensselaer Polytechnic Institute |
Troy, NY |
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Advanced Physics Simulation Research II |
Advisor: Jeff Trinkle |
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Continued development on the Physics Simulator started in 2004. |
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Research |
Spring 2005 |
Rensselaer Polytechnic Institute |
Troy, NY |
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Advanced Cross-Genre and Cross-Platform Game Engine Design |
Advisor: Marc Destefano |
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This R&D project was aimed at optimizing the design of a cross-genre game engine, such that it could be used to create games of any genre, yet still perform as well as an engine optimized for a single genre, without being cumbersome. |
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Research |
Spring 2005 |
Rensselaer Polytechnic Institute & Wadsworth Research Lab |
Troy, NY |
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Image Processing Independent Study |
Advisor: Qiang Ji |
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This was an R&D Project aimed at creating a C++ library usable for tracking edges, contours, objects, etc. in image sets. |
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Research |
Fall 2004 |
Rensselaer Polytechnic Institute |
Troy, NY |
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Advanced Physics Simulation Research |
Advisor: Jeff Trinkle |
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Was one of two lead developers on a from-the-ground-up C++ Physics Simulator project for the accurate simulation of planar systems of bodies experiencing unilateral contacts with friction. |
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Research |
Fall 2004 |
Rensselaer Polytechnic Institute |
Troy, NY |
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Distributed Haptic Feedback Networks Research |
Advisor: Suvranu De |
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Developed a physics based distributed haptic feedback system for use over computer networks such as the internet. |
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Research |
Fall 2004 |
Rensselaer Polytechnic Institute |
Troy, NY |
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Minds & Machines – AI/Robotics |
Advisor: Bram van Huelven |
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Led and mentored a team during the development of an autonomous robot with the ability to solve any theoretically solvable instantiation of the Wumpus World problem. See http://www.cs.rpi.edu/~roghab/research/minds_and_machines_ai_robotics_urp.doc for an in-depth explanation. |
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Experience |
2004 |
Vicarious Visions |
Troy, NY |
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Console Engineer – DOOM 3 XBOX |
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· Was responsible for the engineering development of the Xbox Exclusive feature: Co-op Mode. · Led Co-op development from an engineering standpoint, and instructed designers in their work on integrating constructs new to Co-op mode into their workflow. · Synchronized the single player experience over the network, which required an understanding of the way that the engine functioned as a whole, as well as the intricacies of many systems. · Developed data structures and algorithms which were used extensively within the Co-op network code. · Worked with (and fixed bugs in) most parts of the engine code (e.g. graphics renderer, sound renderer, animation system, IK system, physics system, script system, network system, file system). · Wrote separate (when relevant) documentation for engineers, designers and artists. · Created a Replay-able Simulation mode for recording game data for the purposes of performance profiling, game testing & debugging, and creating game demos. · Created a build test system which kept the team abreast of breaking changes to assets. · Created a utility to assist artists in automating the process of modifying (usually reducing) animation frame rates. · Commonly assisted programmers on other projects with advanced OpenGL questions. |
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Award |
Fall 2003 |
Minds & Machines Lego Robot Competition – First Place |
Troy, NY |
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Won first place in the 6th annual Minds & Machines Lego Robot Competition. See: http://www.rpi.edu/~khemls/mm/index.html for a description of the competition and our Robot. |
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Research |
Fall 2003 |
Rensselaer Polytechnic Institute |
Troy, NY |
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Advanced Parallel Simulation Research Project |
Advisor: Chris Carothers |
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Continued development of the 3D engine I developed during the first two independent studies, specifically investigating my research interests in parallel simulation. · Created a new lighting algorithm to compute accurate lighting from arbitrarily complex polygonal or non-polygonal area light sources in real time (Implicitly Generates Physically-Accurate Soft-Shadows). · Developed a “Dynamic Pipeline Reordering Algorithm” to dynamically reconfigure the execution order of engine pipeline stages and sub stages on the fly, on a per-frame basis, in order to maximize parallelism and pipeline efficiency and minimize execution-bubbles resulting from uneven pipeline latencies. · Researched hybrid async/synchronous multithreading architectures, with an emphasis on scalability (100+ CPUs) |
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Research |
Summer 2003 |
Rensselaer Polytechnic Institute |
Troy, NY |
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Advanced 3D Engine Development Independent Study |
Advisor: Marc Destefano |
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Continued engine development where the first independent study left off; Began advanced research into topics which truly caught my interest as exciting and challenging problems: Efficient Stenciled Shadow Volumes, Real Time Soft Shadows, High Dynamic Range Processing, Efficient HDR Global & Dynamic Lighting, Real Time HDR Texture Usage, Highly Efficient Parallel Execution and GPU Programmability as a problem solving tool. |
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Research |
Spring 2003 |
Rensselaer Polytechnic Institute |
Troy, NY |
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3D Engine Development Independent Study |
Advisor: Marc Destefano |
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Developed a first person 3D engine using C++ and x86 Assembly along with the OpenGL and DirectX API’s atop the Win32 platform. Key research areas: 3D Graphics, real-time data structures & algorithms, memory management, parallel computing, OS kernel design, API development, etc. · Researched proven implementations in each of these areas; always contemplating novel ideas for extending these implementations to better suit the needs of the system and or overcome problems. · Developed a hierarchical culling algorithm utilizing a novel approach to the popular Portal/Sector data structure, with a pre-computed potentially-visible-set, providing efficient visibility-culling and an extremely flexible system for organizing world space and object/world interaction. |
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Experience |
2001-2002 |
Cingular Wireless |
Rocky Hill, CT |
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Senior Sales Representative |
2 Years |
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· Developed relationships with technical and non-technical customers both face-to-face and via telephone; was responsible for explaining technical details in an accurate, yet easy to understand manner and for assisting the customers with any problems they may have experienced throughout their time as a customer of the company. · Held several sales records including higher net sales figures than all full-time employees while working part-time. · Achieved 71 net activations in a single month while working only 15 hours per week. |
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Experience |
2000-2001 |
D&Z Soda King |
Brooklyn, CT |
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IT Consultant |
1.5 Years |
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· Advised the owner on all technology decisions; carried out all technology implementation and educated other employees on the use of said technology. |
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Experience |
1998-2000 |
Infotree Web Services |
Manchester, CT |
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Software Engineer |
2 Years |
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· Developed an extensible Java based chat client/server system for internal and external use. Created specific clients for each of several different usage models. · Researched new and emerging technologies to assist management in business decisions related to future development work and presented this research during in-house meetings. |
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Relevant Skills |
Programming Languages |
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Skill |
Level of Proficiency |
Length of Experience Using |
Length of Knowledge |
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Assembly: x86, MIPS, SSE, etc. |
Advanced |
5 Years |
6 Years |
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3D Graphics GPU Languages |
Expert |
3 Years |
4 Years |
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Interactive C (Embedded) |
Expert |
2 Years |
5 Years |
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C |
Expert |
10 Years |
10 Years |
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C++ Template Metaprogramming |
Expert Expert |
10 Years 4 Years |
10 Years 4 Years |
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C# |
Intermediate High |
2 Months |
3 Years |
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Java |
Advanced High |
6 Years |
11 Years |
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Salsa |
Intermediate |
3 Months |
2 Years |
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Scheme & Lisp |
Advanced |
2 Years |
4 Years |
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Oz |
Intermediate |
3 Months |
2 Years |
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Prolog |
Intermediate |
3 Months |
2 Years |
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Perl |
Advanced |
6 Months |
4 Years |
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PHP |
Intermediate High |
1 Year |
2 Years |
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JavaScript |
Advanced |
6 Years |
12 Years |
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ASP/CSS/CSS2/CSS3/XHTML |
Expert |
12 Years |
12 Years |
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BASIC/VB/VB Script |
Expert |
5 Years |
13 Years |
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Sh & Various Shell Scripting |
Expert |
11 Years |
11 Years |
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Matlab |
Intermediate |
1 Year |
3 Years |
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Relevant Skills |
Libraries/APIs |
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Skill |
Level of Proficiency |
Length of Experience Using |
Length of Knowledge |
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Win32 |
Advanced High |
10 Years |
10 Years |
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WxWidgets |
Advanced High |
5 Years |
6 Years |
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MFC |
Advanced High |
10 Years |
10 Years |
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.NET |
Intermediate |
2 Months |
3 Years |
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STL |
Expert |
8 Years |
8 Years |
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Boost |
Advanced |
6 Years |
6 Years |
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POSIX |
Advanced |
4 Years |
6 Years |
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BSD Sockets, Winsock |
Advanced |
4 Years |
6 Years |
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GTK+ |
Advanced |
4 Years |
6 Years |
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OpenGL |
Expert |
10 Years |
10 Years |
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DirectX + Direct3D |
Advanced |
4 Years |
8 Years |
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Other Various Libraries/APIs |
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Loki, Win32 DDK, PPC SDK, XBox XDK, Glut, SDL, SGI Inventor, SGI Performer, PQP, Immersion SDK, OpenAL, FMOD, FTGL, FOX –Toolkit |
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Relevant Skills |
Spoken Languages |
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Skill |
Level of Proficiency |
Length of Experience Using |
Length of Knowledge |
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English |
Native Speaker |
Lifetime |
Lifetime |
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Mandarin Chinese (中文) |
Advanced / Fluent |
1 Year |
1 Year |
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Japanese (日本語) |
Conversational, but out of use |
2 Years |
5 Years |
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Shanghainese Dialect |
Survival Speaking, OK Listening |
3 Months |
3 Months |
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Cantonese Dialect |
Survival Speaking & Listening |
1 Week |
6 Months |
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Russian |
Learning |
1 Month |
1 Year |
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Italian |
Learning |
1 Month |
1 Year |
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Spanish |
Survival |
1 Year |
9 Years |
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Relevant Skills |
Operating Systems |
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Windows (3x/9x/NT/2k/XP/2k3/Vista), Windows Mobile 5/6, Symbian S40/S60, Mac OS X, MacOS, DOS |
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Linux (Slackware, Debian, Ubuntu, Redhat/Mandrake/Fedora), Unix (AIX, IRIX, Digital Unix, Solaris), BSD (Free, Net) |
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Relevant Skills |
Software Packages |
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Visual Studio 4/5/6/7/8, gcc/g++, gdb, Comeau C++, Intel C Compiler, Intel VTune, Xbox Pef Analyzer, Xbox PIX, etc. |
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3D Studio Max, Character Studio, Gmax, Lightwave, Maya, Soft Image, Radiant, Flexporter, Photoshop, HDRShop, etc. |
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Relevant Skills |
Teamwork Ability |
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Experience working with and writing documentation for programmers, artists, designers, QA, managers, and users. |
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Ability to work under (sane) time constraints, independently and or in groups, with or without defined leadership. |
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Interests |
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Technology: AI, Robotics, Biomechatronics, Physics Simulation, Real Time Soft Shadows, Hi-Fi Audio, Mobile Phones. Passions: Dancing, Driving, Racing, Philosophy, Languages, Learning, Innovating, Teaching, Music, Art, Movies, Skiing. Sports: Skiing (Alpine Racing), Soccer, Running, Tennis, Volleyball, Mountain Biking, Rock Climbing, Judo, etc. |
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