Jingtao Huang

My name is Jingtao Huang (黄景涛). Currently, I'm a graphics engineer at Blizzard Entertainment in Irvine, California.

I graduated as of August 2022 with a master's degree in Computer Science from University of Southern California, where I have been fortunate to be advised by Prof. Jernej Barbič.

My interests lie in computer graphics, including but not limited to real-time rendering, character animation, and virtual reality. Previously, I completed two graphics internships at Adobe Research and Activision Central Tech.

Email (jinhuang@blizzard.com)  /  LinkedIn  /  Github

profile photo
News 🗞
  • [2023-10] Blizzard 2024 US Summer Internship Program application has opened. Apply now!
  • [2023-07] SIGGRAPH 2023 is around the corner. See you there!
  • [2023-06] BlizzCon is coming back this year!
  • [2023-01] Happy New Year!
Publications 📖
Simulation of Hand Anatomy Using Medical Imaging
Mianlun Zheng*, Bohan Wang*, Jingtao Huang, Jernej Barbič
ACM SIGGRAPH Asia 2022
paper / project page / video / data

We give a method to simulate the volumetric shape of hand's musculoskeletal organs to any pose in the hand's range of motion, producing external hand shapes and internal organ shapes that match ground truth optical scans and medical images (MRI) in multiple scanned poses.

Experience 💼
Blizzard Entertainment | Graphics Engineer
Nov. 2022 - Present (Managed by Vinod Melapudi)

Researching and developing rigging and animation tools for Blizzard Cinematics.

Game credits: WarCraft Rumble (2023), Diablo IV (2023).

Activision | Graphics R&D Intern
Jun. 2022 - Aug. 2022 (Managed by Mike Sanders)

Worked on hand motion capture. For my 2022 summer internship at Activision Central Tech, I explore various hand motion capture technology used in game production. In particular, I research on capturing and solving realistic hand motions with sparse marker configurations.

Game credits: Call of Duty: MWII - Modern Warfare II (2022).

Adobe | Research Intern (Graphics)
May 2021 - Aug.2021 (Mentored by Dr. Jérémie Dumas, Dr. Vojtěch Krs and Giorgio Gori)

Worked on interactive photo-realistic rendering.For my 2021 summer internship at Adobe Research, I improved the rendering capabilities of a geometry processing library, Lagrange, by integrating a path tracer into its UI module, in which researchers prototype their ideas and algorithms.

Rendering 🌈
Ben-Day Dots Shading
Jan. 2022
code / shadertoy

Ben-Day dots was a technique developed in the late 19th century to print colors onto newspapers. Given an input image, this program simulates the physical process of printing and produces a similar effect in screen space.

Prime Engine Development
Jan. 2021 - May. 2021
code

Prime Engine is a low-level game engine made by Artjoms Kovalovs, in which I expanded and implemented a couple of systems (animation, physics) and rendering effects (reflection, toon shading).

CPU Ray Tracer
Apr. 2020

A ray tracer capable of rendering opaque surface (triangles and spheres) with lighting, shadows, and reflections. Anti-aliasing and soft shadows were implemented to improve the image quality. BVH and OpenMP were utilized to improve the performance. Toon shading is for fun.

Animation 👋
Character Deformer
Apr. 2021
code

Given a character skeleton and its skinning weights. This program can animate the skin mesh through forward kinematics (FK) and inverse kinematics (IK).

Motion Capture Data Interpolation
Mar. 2021
code / report

My implementation and evaluation of different interpolation schemes (linear vs. Bezier) to interpolate human mocap data with different representations (Euler angles vs. Quaternions).

Jell-O
Feb. 2021
code

Jell-O is a physically-based simulation of a jello cube inside a cornell-box force field. It's modeled with a mass-spring system, capable of handling collisions, and rendered with OpenGL.

To Infinity
Mar. 2020
video

To Infinity is a roller coaster simulation implemented with OpenGL and shaders. The track was based on splines and the player will "ride" the coaster on it. The environment was inspired by Andy's room from Toy Story .

Virtual Reality / Games 🎮
Detour Bus
May 2020 - May 2021 | Unity | Engineer
website / trailer / steam

Detour Bus is a VR game where players build ridiculous winding highways around themselves to take the dysfunctional Flowers family on a road trip across Post-Infrastructure America.

Kingdom of Nature
Jan. 2020 - May 2020 | Unreal Engine 4 | Engineer
website / trailer / build

Kingdom of Nature is a VR archery game for the Oculus Rift where the players will immerse themselves in a rich fantasy world. Different encounters and people will expose the player to the importance of protecting the environment .

Thesis 🎓

MS Thesis: Jingtao Huang, Volume Rendering of Human Hand Anatomy, University of Southern California, August 2022.

Teaching 📝
Misc 🪴

Some lovely people have been asking me advice on finding a graphics internship, so here is my two cents:

  • Do a lot of graphics projects. It could be course assignments, Siggraph papers that you want to implement from scratch, or involvement in open-source projects. What really important is that you improve your skills along the way and have something to show off to the recruiters. If it is a course assignment, go the extra mile as recruiters have seen tons of these types of course projects.
  • Set up job alerts. In graphics, the most important skill is C++, but depending on the job you want to apply for, you may need to learn extra things like OpenGL, GPU programming, USD, Objective-C, or various DCCs like Maya, Blender, Houdini, and RenderMan. I suggest you set up job alerts on LinkedIn or your dream companies; look at the requirements of those specific roles, and start to include those skill sets while you are planning your next project.
  • Make a portfolio website. You can start building your portfolio while you're doing those projects. It needs to be well-organized and attractive. Recruiters and interviewers like to see something visually, not just words on your resume. For each project, you could showcase WIP, bloopers, various results, etc. in an appealing way. In addition, you should organize your code for each project and put them into Github. Once you have a portfolio, you can look into the S3 program to have people in the industry review it for you so that you can keep polishing it.
  • Take advantage of the resources in your program. Take one or all of the graphics professor's courses in your school, find your interests and perform well. It may lead to opportunities as a teaching assistant or a research assistant with the professor, both are valuable experiences! Also consider joining the Siggraph chapter at your school if there is one.
  • Connect with people in the industry. You should consider volunteering for the Siggraph conference if you could find the time. It provides an awesome opportunity for you to see the most advanced research and technology in graphics (free of charge). You will meet a lot of like-minded people and it's very possible they will become your connections for your next job.
  • Don't give up. Unfortunately, it's very likely that you will get rejected from your dream company for the first time, or the second time, or the third time... But try to learn from the past, improve your skills and keep applying. You will thank yourself later for not giving up.

Feel free to email me if you want to chat. Best of luck :D


This website template is adapted from Dr. Jon Barron.