Seungho Jang

Software Engineer
- sjang1594@gmail.com
- Phone
- (+1) 314-332-9498 / (+82) 10-5610-6541
- Website
- https://sjang1594.github.io/
- GitHub
- sjang1594
- Seungho Jang
Experience
–
Graduate Teaching Assistant at University of Missouri - Saint Louis
Teaching the C, C++, and Artificial Intelligence to undergraduate students
–
Software Engineer at MORAI Inc
I was a passionate Junior Software Engineer with a strong foundation in game engine development and simulation systems. I’ve cultivated my expertise in Unreal Engine and Unity creating systems are necessary for simulation industry, while embracing CI/CD practices to enhance code quality and system reliability. All the details can be found in project section or my resume.
Education
–
Bachelor in Electrical & Electronic Engineering
from Washington University in Saint Louis / UMSL with GPA of 3.8 / 4.0
Courses
- Engineering Mathematics
- Signals & System
- Radar Systems
–
Master in Computer Vision & Deep Learning
from University of Missouri - Saint Louis with GPA of 3.9 / 4.0
Courses
- Operating System
- Computer System
- Deep Learning & Machine Learning
- Image Processing & Computer Vision
- Artificial Intelligence (CS4130/5130) in Spring 2021
- Advanced Algorithm
Robotic Software Engineering - Udacity
Computer Vision - Udacity
Graduate Certificate in Artificial Intelligence - University of Missouri in St. Louis & NSA/DHS National Center
Introduction to Computer Graphics with DirectX 11 - Part 2. Realtime Pipeline
Projects
Map Editor Desktop Application :
–
I’ve enhanced the Map Editor with advanced features, implementing multi-instancing for simultaneous HDMap editing, undo/redo functionality using the command pattern, and a pre-computation algorithm for road intersection detection. This work included creating unit tests for intersection accuracy and integrating them into the Jenkins CI/CD pipeline, ensuring map integrity and improving overall editor functionality.
Highlights
- Command Pattern
- HDMaps (MGeo)
- MGeo Editor Tools
Scenario Runner Desktop Application :
–
I’ve developed a comprehensive Scenario Runner Application from scratch, implementing ASAM OpenSCENARIO standards. This involved creating functionality to manage OpenSCENARIO files, implementing various actions, integrating gRPC for simulator communication, and optimizing collision detection. I architected scalable batch simulation with Python APIs, provided ongoing client support, and successfully ported the application to Unreal Engine 5, demonstrating my ability to create complex, industry-standard software solutions while maintaining client relationships.
Highlights
- ASAM OpenSCENARIO Standard
- Scenario Runner & Editor
- Simulation & Test Automation
Virtual Sensor Plugin in Unreal Engine :
–
I’ve led significant improvements in the Virtual Sensor Team, focusing on Camera and Radar sensor development. My key contributions include: Sperating a major code refactoring effort, consolidating codebases and enhancing system performance, while implementing static analysis in the CI/CD pipeline to improve code quality. Developing a sophisticated shader-based radar simulation in Unreal Engine, utilizing low-level radar parameters and integrating with ROS for data processing and range-doppler map generation. Creating a versatile Bounding Box Labeler supporting multiple object types and coordinate systems, adhering to the OpenLabel standard with custom attributes, and developing a Coordinate Converter Plugin for Unreal Engine 5 to ensure cross-team compatibility.
Highlights
- Sensors in Automotive Industry
- Radar Sensor
- Labeler
- Shader Programming in HLSL
Luna Game Engine :
– present
Luna Game Engine is a custom-built rendering engine that supports Vulkan and DirectX 12 backends. Developed with modularity in mind, the engine includes components for device abstraction, resource management, and real-time rendering. The project utilizes Premake for build configuration and integrates ImGui for debugging and UI development. The engine architecture follows the HAL (Hardware Abstraction Layer) design, promoting flexibility and ease of backend integration.
Features
- Backend-agnostic rendering system
- Cross-platform support (Windows, planned support for iOS via Metal)
- Real-time graphics with modern API integration
- HAL-based architecture for modular and extensible backend support
- Custom HAL layer for resource management, command buffering, and pipeline abstraction
- Efficient resource and pipeline management
- Real-time debugging tools (RenderDoc, Visual Studio Graphics Debugger)
Goals
- Achieve high performance in real-time rendering applications
- Provide a flexible architecture for adding new rendering backends
- Integrate mobile support with Metal for iOS
- Maintain a clean and professional codebase through HAL abstraction
Patents
SCENARIO-BASED AUTONOMOUS DRIVING VEHICLE SIMULATION METHOD AND SYSTEM.
- Author: Eungback Kim, Seungho Jang, Seongyeon Park, Hoseup Lee, Hein Jo
- Published Date: June, 6, 2024
ELECTRONIC DEVICE AND METHOD FOR PROCESSING POINT CLOUD DATA
- Author: Heecheol Yoo, Seungho Jang, Hojun Lim
- Published Date: June, 24, 2024
Volunteer
3D Point Cloud Data Processing
- Presenter at Spatial AI KR
- Link
Understanding and Implementing SLAM with NVIDIA Jetson Nano
- Leader at MODULABS
Brain Dynamics and Control Research Group
- Undergraduate Researcher at Washington University in Saint Louis
Computing Club - Camera Control System
- Member at University of Missouri - Saint Louis
Languages
- Korean
- Fluency: Native Speaker
- English
- Fluency: Native Speaker
Skills
- Python
- Level: MasterKeywords:
- C++
- Level: MasterKeywords:
- DirectX11/12
- Level: IntermediateKeywords:
- Unity
- Level: IntermediateKeywords:
- Algorithm
- Level: Intermediate
- Unreal Engine
- Level: MasterKeywords:
- Swift
- Level: IntermediateKeywords:
Interests
- Activity
- Keywords:
- Gaming
- Keywords:
- Computer Graphics & XR/VR & Mobile Dev.
- Keywords: