## Career Profile

I am a first year **PhD** student at UMD supervised by professor **Ming C. Lin**.

Before coming to Maryland, I earned Masterâ€™s degree in Computer Science under the supervision of professor **Myung-Soo Kim** at SNU.

My research interests lie on **Computer Graphics, Reinforcement Learning, Computer Simulations, and AR/VR**.

My dream is to make realistic virtual environment that we can explore, and learn valuable insights about our world from it.

## Education

Supervised by professor **Ming C. Lin**, I am a PhD student in GAMMA Lab at UMD.
In this lab, I have worked on following issues :

**Traffic Simulation**: I am now working on a traffic simulation that is scalable and differentiable, which is based on a physical law that describes the traffic flow.

Supervised by professor **Myung-Soo Kim**, I earned Masterâ€™s degree in Computer Science at SNU.
During my Master years, I have worked on following issues :

**Torus & Hausdorff Distance**: I have developed a novel algorithm to bound freeform parametric surfaces with toroidal patches and enhanced the precision and speed of Hausdorff distance computation algorithm between the surfaces [paper].**Inverse Problem**: I have developed an algorithm to solve inverse problem to retrieve parameters for freeform parametric surfaces and volumes.**Rectangle Swept Sphere(RSS)**: I have developed an algorithm to bound freeform surfaces with RSS and contributed to the acceleration of surface-surface intersection algorithm. [paper]**3D Shape Retrieval**: I have developed an algorithm to conduct 3D shape retrieval using spherical bounding volume hierarchies as a term project for a course. [paper][github]**Torus & Minimum Distance**: I have developed a novel algorithm to find minimum distance between toroidal patches and accelerated minimum distance computation between solids of revolution. [paper][github][talk]**Spherical Shell**: I have developed an algorithm to bound surfaces of revolution with spherical shells and accelerated minimum distance computation between surfaces of revolution. [paper][ppt]**Medial Axis Transform**: I have developed a GPU algorithm to compute 3D medial axis, or bisector, of two bicubic Bezier surfaces in interactive time. [paper][video]

I majored in **Archaeology** and **Computer Science and Engineering** at SNU, and graduated **Summa Cum Laude**.

## Master Thesis

## Bachelor Thesis

## Publications

**(Best Paper Award)**

## Projects

My previous projects are primarily concerned with topics in computer graphics and geometry processing. They come with prefix **Minute**, which means **Extremely Small and Simple**.

## Experiences

I developed an algorithm in Unreal Engine to accelerate geometric computations used in massive full 3D online game environment with octree and bounding volume hierarchy(BVH).