Seungho Jang

Seungho Jang

Graphics Engineer & Computer Vision Researcher

Location
Seoul, Republic of Korea, South Korea
Email
Phone
(+82) 10-5610-6541
Website
https://sjang1594.github.io/
GitHub
sjang1594
LinkedIn
Seungho Jang
YouTube
nugabab_life

Experience

present

Platform Engineer (Unreal) at Hyundai AutoEver

Engineered real-time factory monitoring and digital twin systems integrating Unreal Engine with NVIDIA Isaac Sim across HMG manufacturing sites.

Highlights

  • Built real-time factory line monitoring system on NVIDIA Isaac Sim with TCP-based robotic arm control via Lula IK — enabling sub-100ms remote actuation for KIA production R&D.
  • Architecting UE5-based real-time 3D industrial twins for shipyard, steel plant, and automotive assembly operations across 3 HMG group sites.
  • Designed IoT data pipeline (Valkey/Redis → Unreal runtime) streaming live asset state to operator dashboards at 30+ Hz.
  • Implementing replay system for incident root-cause analysis and WebRTC remote streaming for distributed monitoring.
  • Built OpenFOAM → OpenVDB conversion pipeline and UE5.3 VDB Sequencer plugin for Hyundai Steel CFD digital twin — per-tick PPM computation and VDB field cutoff streamed to operator dashboard.
  • Optimized POD-ROM reconstruction solver (C++17, Eigen, OpenMP parallel for simd) — POD basis caching cut per-input latency from 107ms → 23ms (4.6×) and disk I/O from 41 iterations to 1 (12.5×) on 240-core MPI cluster.

Independent Technical Development at Self-Directed

Self-directed deep-dive into GPU rendering systems and CUDA kernel development, shipping open-source work targeting graphics and DL infrastructure roles.

Highlights

  • Built Luna Engine — backend-agnostic real-time renderer with Vulkan and DirectX 12 backends, built-in GPU profiler, and Isaac Sim interop layer.
  • Implemented Flash Attention forward and backward kernels in CUDA — tiling, online softmax, shared-memory bandwidth optimization on NVIDIA Ampere/Hopper.
  • Deep-dive study of DirectX 11 graphics pipeline and modern algorithm design (data structures, graph algorithms, dynamic programming).

Sensor Software Engineer at MORAI Inc

Shipped production sensor simulation software for autonomous driving — owning virtual sensor plugins, scenario execution, and labeling pipelines used in AV development workflows.

Highlights

  • Designed and shipped USF shader-based radar simulation in Unreal Engine modeling chirp count, sample rate, RX antenna geometry, and antenna pattern; produced range-Doppler maps via Python/ROS pipeline. First shader-native radar in MORAI's product line. [Patent WO2024/117564]
  • Architected scenario runner from scratch implementing ASAM OpenSCENARIO — load/edit/save .xosc, gRPC simulator integration, OBB/SAT collision detection, batch simulation Python API. Adopted as MORAI's primary scenario execution engine.
  • Built bounding box labeler supporting vehicles (part segmentation), pedestrians (animation states), and obstacles — 4 coordinate frames (Camera/LiDAR/Vehicle/ENU), dual representation (8-corner / center-extent).
  • Authored UE5 Coordinate Converter plugin for bidirectional left/right-handed transforms (NED, ENU, AER) with unit tests — eliminated cross-team integration errors.
  • Delivered LiDAR motion distortion post-processing via SLERP rotation interpolation and coordinate transformation, integrated into MORAI's LiDAR sensor pipeline.

Graduate Teaching Assistant at University of Missouri - Saint Louis

Designed and ran C++ labs for OOP, memory management, STL, and graph algorithms across three semesters.

Teaching Assistant at Washington University in Saint Louis

Supplemental instruction for Signals & Systems and Engineering Mathematics.

Education

Master in Computer Science
  from University of Missouri - Saint Louis with GPA of 4.0 / 4.0

Courses

  • Operating System
  • Computer System
  • Deep Learning & Machine Learning
  • Image Processing & Computer Vision
  • Artificial Intelligence (CS4130/5130)
  • Advanced Algorithm

Bachelor in Electrical & Electronic Engineering
  from Washington University in Saint Louis with GPA of 3.8 / 4.0

Courses

  • Engineering Mathematics
  • Signals & Systems
  • Radar Systems

Graduate Certificate in Artificial Intelligence — UMSL / NSA / DHS National Center

Robotic Software Engineering — Udacity

Computer Vision — Udacity

Introduction to Computer Graphics with DirectX 11 — Part 2 Realtime Pipeline

Projects

Luna Engine :

present

Backend-agnostic real-time rendering engine with Vulkan and DirectX 12 backends. Features built-in GPU profiler for frame timing and pipeline-stage attribution, and an Isaac Sim interop layer for streaming simulation state into the renderer.

Highlights

  • C++ / Vulkan / DirectX 12
  • GPU Profiler
  • HAL Design Pattern
  • Isaac Sim Interop
  • Premake / ImGui

Flash Attention CUDA Kernel :

present

From-scratch CUDA implementation of Flash Attention forward and backward passes with tiling and online softmax. Studied shared memory and HBM bandwidth tradeoffs on Ampere/Hopper architectures.

Highlights

  • CUDA
  • Tiled GEMM
  • Online Softmax
  • Memory-efficient Attention

GPU Gaussian Splatting Rasterizer :

present

Custom CUDA rasterizer for 3D Gaussian Splatting implementing forward pass tile-based rasterization, alpha compositing, and gradient flow through Gaussian parameters (mean, covariance, opacity, spherical harmonics).

Highlights

  • CUDA
  • 3D Gaussian Splatting
  • Alpha Compositing
  • Neural Rendering

Hyundai Steel CFD Digital Twin (POD-ROM) :

present

Real-time CFD visualization pipeline for Hyundai Steel digital twin: converted OpenFOAM simulation output to OpenVDB for UE5.3 streaming, built a custom VDB Sequencer Unreal plugin for per-tick PPM computation and field cutoff, and optimized the POD-ROM reconstruction solver — reducing per-input latency 4.6× and disk I/O 12.5× on a 240-core MPI cluster.

Highlights

  • OpenFOAM / OpenVDB / UE5.3
  • POD-ROM Solver
  • C++17 / Eigen / OpenMP SIMD
  • VDB Sequencer Plugin
  • CFD / Digital Twin

Hyundai UAM — Radar Point Cloud Visualization (UE5) :

Gaussian random distribution model for realistic radar returns with raycast-based aerial-only target isolation. Improved point-cloud fidelity for UAM perception R&D.

Highlights

  • Unreal Engine 5
  • Radar Simulation
  • Point Cloud

Project NIA — AV Edge-Case Dataset :

Authored, modified, and validated 1,200 OpenSCENARIO edge-case scenarios across 6 Korean HD maps for the Korean MOLIT autonomous driving dataset.

Highlights

  • ASAM OpenSCENARIO
  • HDMap
  • Scenario Authoring

Samsung Synthetic Data Generation :

Authored complex multi-agent scenarios (15+ dynamic objects per batch) using DataGen, with detailed semantic annotation for perception model training.

Highlights

  • Synthetic Data
  • Scenario Authoring
  • Semantic Annotation

Patents

WO2024/117564 — Scenario-Based Autonomous Driving Vehicle Simulation Method and System

- Author: Eungback Kim, Seungho Jang, Seongyeon Park, Hoseup Lee, Hein Jo

- Published Date: June 2024

KR 10-2024-0076717 — Electronic Device and Method for Processing Point Cloud Data

- Author: Heecheol Yoo, Seungho Jang, Hojun Lim

- Published Date: June 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

Awards

Sweeney Memorial Scholarship
  from Washington University in Saint Louis — McKelvey School of Engineering

Robert Heider Engineering Scholarship
  from Washington University in Saint Louis — McKelvey School of Engineering

Languages

Korean
Fluency: Native Speaker
English
Fluency: Native Speaker

Skills

C++
Level: Master
Keywords:
  • Modern C++ (17/20)
  • System Concurrent Programming
  • Rendering Engine Architecture
  • HAL Design Pattern
CUDA / GPU Compute
Level: Advanced
Keywords:
  • Custom Kernel Development
  • Tiled GEMM
  • Memory Hierarchy Optimization
  • Flash Attention
  • Gaussian Splatting Rasterizer
Graphics APIs
Level: Master
Keywords:
  • Vulkan
  • DirectX 12
  • DirectX 11
  • HLSL / USF
  • Render Graph
  • PBR / Ray Tracing
Unreal Engine
Level: Master
Keywords:
  • Unreal Engine 4 / 5
  • Shader Programming (.usf)
  • Virtual Sensor Plugin
  • Coordinate Converter Plugin
  • Digital Twin / Factory Sim
  • RenderDoc
Simulation Platforms
Level: Master
Keywords:
  • NVIDIA Isaac Sim
  • NVIDIA Omniverse
  • Unity
  • ROS
  • ASAM OpenSCENARIO
Computer Vision
Level: Advanced
Keywords:
  • Multi-view Geometry
  • SfM / Bundle Adjustment
  • 3D Reconstruction
  • Point Cloud Processing
  • OpenCV / Open3D
ML / Neural Rendering
Level: Advanced
Keywords:
  • PyTorch
  • TensorFlow
  • 3D Gaussian Splatting
  • NeRF
  • Diffusion Models
Python
Level: Master
Keywords:
  • NumPy / SciPy
  • PyQt
  • PyTest
  • gRPC
  • ROS
Languages
Level: Intermediate
Keywords:
  • C
  • C#
  • Java
  • JavaScript

Interests

Activity
Keywords:
  • Soccer
  • Swimming
Gaming
Keywords:
  • Starcraft
  • Overwatch2
  • FIFA Online