Summary
Overview
Work History
Education
Skills
Languages
Timeline
Personal
Projects
Generic

Arya Mahini

Irvine,CA

Summary

Computer Scientist

I am a very passionate developer that desires to create fundamental tools instead of using fundamental tools. Approaching problem solving skills from a low-level and mathematical perspective. Desire to solve difficult engineering problems.

Overview

17
17
years of professional experience

Work History

GPU Tooling Engineer

Samsung Electronics
03.2025 - 12.2025
  • Designed and implemented a Vulkan test framework for users to design custom scenes with desired instance and device vulkan extensions, desired memory buffers, desired vulkan queue types and a redundant system for failed or non-managed scenes/vulkan extensions.
  • Implemented systems to utilize asynchronous vulkan queues from available queue families.
  • Implemented systems to extend the test framework for Ray-Tracing scenes.
  • Test framework was designed and tested to work on a propriety Samsung Android GPU profiling tool.
  • Worked on expanding and debugging certain aspects of a propriety Samsung Android GPU profiling tool.
  • Extended the Vulkan Test Framework to migrate from an Android only framework to a platform agnostic framework.

Research Software Engineer

Meta
04.2023 - 10.2023
  • Developed Vulkan test applications to verify regressions in codebase and benchmark GLSL shader code in team of 20 developers.
  • Maintain team codebase to periodically test performance and visual regressions in VR HUD output.
  • Port applications from deprecated API's to OPENXR codebase.
  • Assist in debugging GLSL shader code.

Senior Graphics Software Engineer

Rivian
04.2022 - 09.2022
  • Developed internal cabin HUD rendering pipeline and content using UE5 engine.
  • Developed graphics algorithm to correctly render 360° exterior view of vehicle.

Research Software Engineer

Facebook
01.2020 - 01.2022
  • Modified UE4 default rending pipeline to incorporate ray tracing to increase performance for sensor / lens simulation capture.
  • Created custom UE4 module for sensor / lens simulation of synthetic trajectories.
  • Created custom software pipeline for distributed rendering across multiple machines in render farm.
  • Developed various image processing algorithms using heterogenous computing.
  • Developed tools for performance and accurate depth capturing of 3D synthetic environments for SLAM tracking.
  • Developed pipeline to extract UE4 level assets, orientations, trajectory details (IMU data), bounding box extraction, texture / material assets and segmentation data, etc. in order for research teams to benchmark their algorithms and functions.
  • Developed real time rendering tools in OpenGL to verify extracted UE4 asset data and segmented trajectory alignment.

Encoder / Graphics Developer

NextVR
05.2015 - 10.2017
  • Research new technologies for efficient video and geometry streaming.
  • Developed 3DS Max plugin tools for world bender ( 3D artists ) teams.
  • Porting Graphics Rendering libraries (e.g. DX -> GNM )
  • Extensive knowledge of VR / AR graphics paradigm.
  • Extensive GPGPU OpenCL development and optimization for image processing ( e.g. Harris Corner Detection, panorama stitching, re-projection, adaptive brightness control, interpolation, multi-resolution rendering, ORB feature detection, convolution / de-convolution, etc.)

Graduate Student Researcher / Lecturer

UCI
06.2013 - 06.2015
  • Researched and constructed photo-realistic offline Ray-Tracer using BSP acceleration structure to render advanced shading techniques. ( e.g. AO, soft shadows, reflection, refraction, radiometry / global illumination )
  • Developed Vulkan sample avatar demo inclining real time shading techniques and physics particle dynamic simulator to simulate real time hair / fur / fluid simulation.
  • Worked with professors Dr. Magda El Zarki, Dr. Gopi Meenakshisundaram and Dr. Michael T. Goodrich on various research projects in fields of network programming, real time / offline graphics and computational geometry.
  • Composed entire ICS 167 Multiplayer Gaming Systems course along with Dr. Magda El Zarki to teach fundamentals of creating online multiplayer video games.
  • Taught discussion section of UCI ICS 167 Multiplayer Gaming Systems course in 2014. This course included final project to build multiplayer game introducing artificial network latency.

Firmware Developer

Novak Electronics
03.2009 - 09.2012

Education

Master of Science - Computer Science

University of California, Irvine
Irvine, CA

Bachelor of Science - Computer Engineering

University of California, Irvine
Irvine, CA

Skills

    Languages

  • Assembly C C C# Java Python Rust SQL
  • SDK / API

  • OpenGL Vulkan OpenCL CUDA GLSL HLSL OpenCV GCC LLVM SteamVR Oculus FFMPEG Spir-V
  • Platforms

  • MSVS Android Studio Xcode PyCharm 3DSMax Houdini Blender Linux GIT MATLAB Unity3D Unreal Engine Nvidia Nsight Systems Render Doc

Languages

English
Native or Bilingual
Korean
Professional Working
Persian
Professional Working
Chinese (Mandarin)
Elementary
Japanese
Elementary

Timeline

GPU Tooling Engineer

Samsung Electronics
03.2025 - 12.2025

Research Software Engineer

Meta
04.2023 - 10.2023

Senior Graphics Software Engineer

Rivian
04.2022 - 09.2022

Research Software Engineer

Facebook
01.2020 - 01.2022

Encoder / Graphics Developer

NextVR
05.2015 - 10.2017

Graduate Student Researcher / Lecturer

UCI
06.2013 - 06.2015

Firmware Developer

Novak Electronics
03.2009 - 09.2012

Master of Science - Computer Science

University of California, Irvine

Bachelor of Science - Computer Engineering

University of California, Irvine

Personal

Games : Starcraft 2, WoW, LoL, PUBG, Overwatch, D4, Maplestory 2, Simcity 2013, New World, AoE4


Activites : Rock climbing, Horse Riding, Surfing, Muay Thai, Jiu Jitsu, Kendo, History, Music, Science, Sci-fi, Block chain

Projects

Ray Tracer 2

  • Developing a photo realistic renderer using VulkanRT.
  • Complete Scene ingestion software design pattern.
  • Full utilization of BRDF and BSDF material characteristics.
  • GI implementation without path tracing.
  • Custom memory management similar to AMD's VMA.
  • https://github.com/AryaGosuDev/RayTracer2


Vulkan VFX

  • Developing an avatar Vulkan application using deferred rendering to course an avatar through very large level geometry.
  • Developing a multi-threaded CPU frustum culling algorithm to prune large sections of geometry to exclude geometry in the vertex fetch stage. Used extensively in large MMORPGs.
  • Developing avatar effects and auras based on particle systems in VulkanRT.
  • Hybrid Vulkan Frustum Rendering and VulkanRT Ray Tracing engine.
  • https://github.com/AryaGosuDev/VulkanVFX


Ray Tracer

  • Fully developed photo realistic multi-CPU based ray tracer.
  • Global Illumination Gauss–Seidel solver.
  • Computational Geometry BVH and BSP acceleration structures.
  • Custom scene creation with custom USD scene input file.
  • Extensive development of mathematical libraries ( linear algebra, computational geometry, etc...)
  • https://github.com/AryaGosuDev/RayTracer


Ray Tracing Samples

  • https://github.com/AryaGosuDev/RayTracingSamples


OpenGL Tornado

  • OpenGL application to create a particle system tornado with a GUI to adjust tornado in real time.
  • https://github.com/AryaGosuDev/TornadoOGL


Vulkan Particle System Simulation

  • Physics particle system simulation.
  • Hair / Cloth / Fluid simulation particle solver using a spring / dampening based system.
  • Screen Space Vulkan object picker.
  • https://github.com/AryaGosuDev/VulkanDynamics


CUDA Delaunay Tesselation Solver / Image Processing filter

  • Takes in an image, extracts POI using a corner detector in CUDA and converts points to triangle points for tesselation.
  • Performs a Voronoi Graph in CUDA using a 1+JFA parallel algorithm and converts to Delaunay Tesselation.
  • Convex Hull solver.
  • https://github.com/AryaGosuDev/DelauneyTesselationCUDA


Optimized Compiler

  • Developed an entire optimized compiler from scratch starting from a recursive descent parser.
  • Implemented an Intermediate Representation (IR) produced from SSA, Constant Folding, Common Subexpression Elimination, Instruction Scheduling, Dynamic Register Allocation.
  • Final step of Code Generation to assembly instructions.
  • https://github.com/AryaGosuDev/OptimizedCompiler


Multiplayer Pong

  • Created a Unity multiplayer real time game employing network gaming techniques to adapt a smooth game experience with increasing artificial network latency.
  • Utilized dead reckoning, NTP synchronicity, client / server prediction, client / server architecture.
  • https://github.com/AryaGosuDev/PongGame_PongServer