THE PERSON BEHIND THE WORK

WeikeQian.

Graphics & game developerPenn CGGT

Weike Qian
Weike QianABOUT / 01

FOCUS

  • Graphics & Rendering
  • Games & Engine
  • Light & Materials

I build rendering systems, graphics tools, and interactive experiences. My work focuses on real-time light and materials, ray tracing, Gaussian splatting, simulation, and the engine and editor workflows that make them usable.

I'm currently an M.S.E. candidate in Computer Graphics and Game Technology at the University of Pennsylvania. Before that, I studied Software Engineering at Shanghai Jiao Tong University.

01

Work Experience

May 2026 - Aug 2026 · Shenzhen, China

Game Rendering Engine Engineer (Intern)

Tencent Games

Selected contributions
  • Contributed to game-engine rendering and editor tools, including but not limited to Unity-to-Unreal lighting migration, heatmap plugin migration and refactoring, audio-material baking, and LOD conversion and batch processing.
  • Worked on Lumen reflection handling for forward-shaded materials in a deferred rendering pipeline.

May 2024 - Oct 2024 · Shanghai, China

Research Assistant

Shanghai Jiao Tong University

Selected contributions
  • Participated in the research project Color Correction for Occlusion-Capable Optical See-Through Head-Mounted Displays by Using Phase-Modulation.
  • Mainly responsible for the mask and scene construction in the virtual and real occlusion technology at the software level.
  • Implemented interactive fluid simulation scenes with multiple methods and renderings.
  • Developed a multi-buffer mask synthesis method for rendering real-time smooth animation in AR scenes, significantly enhancing the interactivity of virtual objects with the real world.

Jul 2023 - Aug 2023 · Beijing, China

Java Development Intern

Fractal-technology

Selected contributions
  • Completed system development, bug repair, including function module design, business function realization, system maintenance, etc.
  • Followed up the requirements of the line of business and made suggestions to improve the function of the system
02

Studies

2025 - May 2027 (expected)

University of Pennsylvania

M.S.E. in Computer Graphics and Game Technology

GPA 3.95 / 4.00

2021 - Jun 2025

Shanghai Jiao Tong University

B.Eng. in Software Engineering

GPA 3.65 / 4.00

03

Publications

IEEE VR 20252025 / PUBLICATION

Color Correction for Occlusion-Capable Optical See-Through Head-Mounted Displays by Using Phase-Modulation

Participated in this research project on improving the color accuracy of optical perspective head-mounted displays. Mainly responsible for the mask and scene construction in the virtual and real occlusion technology at the software level. Developed a multi-buffer mask synthesis method for rendering real-time smooth animation in AR scenes, significantly enhancing the interactivity of virtual objects with the real world.
Read publication
04

Technical skills

Languages

C++, C#, C, Python, Java, Lua, JavaScript, TypeScript

Graphics

HLSL, GLSL, CUDA, OpenGL, WebGL. Project work in DirectX 11, path tracing, physically based shading and Gaussian splatting.

Engines & tools

Unity, Unreal Engine, Maya, Houdini, Git, Docker, Linux
05

Awards

China Computer Federation

CCF Computer Software Proficiency Certification · Top 0.56%

Top 0.56% in the CCF Computer Software Proficiency Certification.

2023

China Computer Federation

First Prize in the National College Students Virtual Reality Innovation Design Competition

Developed an AR Pokemon Game

Nov 2024

China Computer Federation

Silver Medal in the CCF CCSP

Silver Medal in the CCF CCSP(Collegiate Computer System&Programming contest)

Oct 2023

06

Projects

The work, in detail.

Selected projects
Open the full project record 10 entries
Voxita

Summer 2026

  • Built a personal voxel game prototype combining custom ray-traced rendering, experimental global illumination, destruction, rigid-body simulation and procedural dungeons.
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Maya Gaussian Splatting

Spring 2026

  • Co-developed a Maya 2026 plugin for 3DGS rendering and editing. My focus was the DX11 rendering pipeline, multi-node compositing, depth integration and selection tools.
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Better Unity Fracture & Unity Blast

Fall 2025

  • Extended NVIDIA Blast interfaces and built Unity wrappers for real-time fracturing and visual effects.
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RUGS - Relightable Unity Gaussian Splatting

Feb 2025 - Jun 2025

  • This project implements and refines a complete pipeline for 3DGS-based scenes' reconstruction, relighting and rendering in Unity, along with high-quality real-time rendering results with multiple interactive functions.
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Interactive VR Fluid Simulation Scenes

July 2024 - Sep 2024

  • Constructed two fluid simulation scenes for AR display based on different approaches.
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Multi-style Image Generation Based on A Single Image

Jun 2024 - July 2024

  • This project Aimed to generated various portraits of the users automatically in various styles and different scenes after obtaining the user's photos through the camera.
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VR Water Sports Simulator

Feb 2024 - May 2024

  • Built a virtual water sports simulation scene for VR platform through unity engine.
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BeatCode —— Online Judge Website

July 2023 - Sep 2023

  • Built and deployed an online judge site, BeatCode.
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Online Bookstore Application

Feb 2023 - Dec 2023

  • Built and deployed an online bookstore website that support various basic operations such as registration and login, book browsing and purchase, order history query and statistics, administrator management functions, etc.
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Rendering studies & game design explorations

2022 - 2026

  • Path tracing, real-time materials, SDF modeling, The Stalk Market, and earlier studies in graphics, animation and software.
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