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Tony Yiding Tian

Tony Tian

Computer Graphics & Computer Engineering @ UPenn

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About Me Computer Graphics Engineer passionate about real-time rendering, GPU optimization, and building high-performance graphics applications

Get to know me!

I'm Tony, a third year undergraduate student at the University of Pennsylvania. I am pursuing a Bachelor's in Computer Engineering , and submatriculated into accelerated Master's in Computer Graphics and Game Technology, both degrees expected in May 2027. I specialize in GPU programming, real-time rendering, and high-performance computing.

I'm actively seeking 2027 new grad full-time positions in computer graphics, rendering engineering, and software engineering. My experience spans from developing CUDA path tracers with advanced optimization techniques achieving up to 160× performance improvements, to building complete voxel game engines and contributing to Linux kernel research.

Feel free to contact me for opportunities or collaboration!

Contact

My Skills

CUDA
C/C++
GLSL
OpenGL
Path Tracing
PBR Rendering
NSight Compute
NSight Graphics
Visual Studio
Qt
Linux Kernel
eBPF
Git
CMake
GDB
WebGPU
Python
Parallel Algorithms
Memory Management

Projects A showcase of my work in computer graphics, GPU programming, and real-time rendering

CUDA Path Tracer Screenshot

CUDA Path Tracer

A physically-based Monte Carlo path tracer built with CUDA, capable of rendering photorealistic 3D scenes with complex lighting and materials.

Key Features:
  • BSDF Materials: Perfect specular reflection/refraction, Lambertian diffuse, GGX microfacet specular, Oren-Nayar rough diffuse
  • Advanced Rendering: Global illumination with Russian Roulette path termination, multiple importance sampling, stochastic anti-aliasing, sub-surface scattering
  • Asset Pipeline: glTF model loading with albedo maps, normal maps, metallic-roughness textures, HDR environment maps
  • GPU Optimization: 160× speedup via stream compaction, material sorting to reduce warp divergence, first-bounce caching
Github Repo
WebGPU Forward+ Renderer Screenshot

WebGPU Renderer

A real-time forward+ and clustered deferred renderer built with WebGPU for efficient rendering of scenes with hundreds of dynamic lights. Features include tile-based light culling, G-buffer rendering, and performance optimizations achieving interactive frame rates in complex scenes with the Sponza Atrium model.

Live Demo
Vulkan Grass Rendering Simulation

Vulkan Grass Rendering

Real-time grass renderer in Vulkan simulating up to 1 million grass blades at interactive frame rates. Features physics-based animation (gravity, wind, recovery forces), Bezier curve tessellation with dynamic LOD, and intelligent three-tier culling system (orientation, view-frustum, distance) achieving up to 4× performance improvement. Includes custom ImGui performance profiling interface with automated benchmarking.

Github Repo
Mini Minecraft Voxel Game Screenshot

Mini Minecraft

A fully-featured voxel game engine built in C++ with OpenGL, generating infinite procedural worlds with 1M+ blocks while maintaining 60+ FPS. Features include procedural terrain generation using Perlin noise across 5 distinct biomes, post-processing effects, dual physics simulation with gravity and buoyancy, and efficient chunk-based world management with frustum culling.

Watch Demo