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Tony Yiding Tian

Hi! I'm Tony

A Computer Graphics Engineer specializing in GPU programming, real-time rendering, and high-performance computing

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 Summer 2026 internship opportunities 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
PennOS Operating System Screenshot

PennOS - UNIX-like Operating System

A complete user-level operating system implemented in C with 8000+ lines of systems code. Features include Process Control Block (PCB) managing 50+ concurrent processes, preemptive multi-level priority scheduler with Round Robin time-slicing, POSIX-compliant interactive shell with 15+ built-in commands, and comprehensive system call interface with signal handling.

Case Study
T&T Slots Biometric Gaming System

T&T Slots - Biometric Gaming System

An embedded gaming system integrating biometric feedback with real-time probability adjustment. Features custom ATMega328PB firmware with I2C communication for MAX30102 SPO2 sensor achieving 100Hz heart rate sampling, real-time graphics rendering engine for LCD display, and adaptive probability algorithm correlating heart rate variability to game difficulty.

Project Website

Contact Feel free to reach out for internship opportunities, collaboration, or just to say hi!