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- Ka Ming Chan (陳家銘)
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- Male
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- 4th Aug 1983
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- Chinese (Cantonese) : Native
- Chinese (Putonghua) : Fluent
- English : Fluent
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- Email : ming4883@gmail.com
Period | School | Qualification |
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2002-2006 | City Univeraity Of Hong Kong | BSc (Hon) in Computer Science |
2008-2010 | The Hong Kong Polytechnic University | MSc in Electronic and Information Engineering (Distinction) |
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- Developed a 3d effect editor with Borland C++ Builder
- Conduct researches on vaiours 3D rendering effects using Direct3D 8
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- Development on a Prisoner tracking system based on Visual Basic 6.0 and RFID technology.
- Development on a Advertising kiosk system based on .NET Framework 1.1
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- Development based on the OGRE 3D game engine which made the following games
- Skillz The DJ Game (initial PC version)
- More can be found in HERE
- Development of mini games in Hello Kitty Online using Adobe Flex & SmartFox Server
- Development on in-house cross platform game engine which made the following games:
- Development on unannounced PSVR project using Unity 3D
- Development on unannounced mobile multiplay strategy game using Unity 3D
- Development based on the OGRE 3D game engine which made the following games
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Performance-wise C / C++ Games / Applications development
- Familiar with data-oriented (cache line friendly) design & development
- Familiar with memory management techniques
- Familiar with common data structures and algorithms
- Familiar with C++ 11 standard libraries
- Familiar with C++ template techniques such as typelist, specialization, partial specialization ... etc
- Familiar with multithread / multiprocess programming
- Experience in common C++ frameworks such as ASIO, QT
- Familiar with test driven development and frameworks such unittest++, gtest ... etc
- Familiar with cmake and various build systems
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Games Engine / Tool development
- Experience in embedding scripting-languages (LUA, squirrel)
- Experience in 3DS Max exporters and plugins development
- Experience in FBX SDK
- Experience in implementing a lightmapper
- Experience in TCP/IP socket programming
- Experience in libgit2 usages
- Experience in implementing environment map filtering tool using spherical harmonics.
- Experience in implementing FABRIK system.
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Graphics & Shaders Programming
- Author of the following ShaderToy shaders
- Author of the following demos
- Familiar with Physically Based Rendering principle & work flow
- Experience in implementing various GFX effects such as SSAO, Flimic Tone Mapping, Depth of Field... etc.
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Raspberry Pi & Microcontroller development
- Familiar with cross compiling work flow
- Experience in Linux development
- Experience in Arduino & Esp8266 development
- Experience in Docker usages
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Miscellaneous programming languages such as C#, Python, Javascript ... etc
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mCloud
- A in-house custom Git Client for game asset management
- Based on libgit2 and CEF sharp
- Simpified and easy to understand git operations for artist
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Unannounced VR sport game based on UE4 (4.15) and HTC Vive
- Similar to RipCoil
- Duties:
- Implemented a custom FAnimNode which controls the character's upper body with IK
- Modified UE4's SteamVR plugin to provide custom fade in / out in the HTC VIVE headset
- Provide guidelines and supports to artists for using UE4.
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Unannounced PSVR project based on Unity 3D 5.4
- An animal VR simulation game for PSVR
- OVA style shadings
- Duties
- Implemented a set of shaders of OVA style shadings
- Implemented contact shadows effect for Unity 3D
- Implemented a custom screen space outline effect
- Implemented an adaptive local filmic tonemapping operator
- Provide supports and examples to artists for adopting Unity 3D's lighting system and HDR rendering
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Unannounced mobile multiplay strategy game using Unity 3D 5.6
- Similar to Mobile Strike with real time 3D battle reply.
- Duties:
- Implemented a 3 point lighting system and shaders for 3D character rendering
- Support shader LOD
- Use pre-computed GGX specular LUT to provide more convincing specular highlights than phong shading
- Implemented a set shaders for 3D scene rendering
- Support shader LOD
- An Uber shader which support various features such as lighting on/off, decal, texture composition ... etc
- Provide fake specular highlights with GGX distribution from lightmap data.
- Implemented a set shaders for 3D effect rendering
- Support shader LOD
- Use flow map to control texture animations
- Implemented a screen space rain drop effect for the main menu
- Similar to this
- With much better performance
- Implemented a 3 point lighting system and shaders for 3D character rendering
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Smart Remote Car project
- Personal project for learning embedding system development
- Involve 3 major modules: Motor control, FPV, and Client remote
- Key notes:
- Use TCP/IP over wifi for inter module communications
- Use Esp8266 for motor control and wifi AP
- Use Raspiberry pi for FPV
- Use V4L2 for video capture
- Implemented a simple video streaming protocol over TCP/IP
- Use Android Phone for client remote
- Use QT for simpfiled Android development
- Use OpenGL ES and IMGUI for user interfaces