GRADUATE ENGINEER · SINGAPORE · AVAILABLE DEC 2026

Real-time systems.
Recorded results.

I build simulation software, GPU pipelines and AI applications with Unity, C#, Python and TypeScript.

Graduating from NUS in December 2026.
Explore projects or choose a CV for your role.

Open the live performance lab

Latest project updates

14 SEPTEMBER 2026

DRAFT PR · GRAPHICS

Driver-check overhead repaired

Shader Hitch now has published Boat Attack and URP full-route evidence. Its new native repair remains in Draft PR 4; Megacity acceptance is incomplete.

Read the measurements and scope ↗

MERGED · ROBOTICS

Episode ownership and inference tools

ActionStream adds lifecycle isolation, revision-tagged actions and native X-VLA development tools. Experimental language and vision quality gates remain failed.

Read the implementation and limits ↗

Selected work

01 — RECORDED RESULTS
Historical PoseLoop development scene with instance masks and estimated poses.

Python / PyTorch / RGB-D perception

PoseLoop

Instance detection to 6D pose estimation through hash-bound masks, manifests and symmetry-aware development evaluation.

Integrated Mask R-CNN and FoundationPose for RGB-D/CAD evaluation, completing 820 registrations on 25 development frames; detector F1 0.726 and joint F1 0.606 use a custom protocol.

Public source · Merged into main

Results, limits and source ↗
Recorded Data Layout Calibrator comparison on a synthetic workload.

Unity / Burst / IL2CPP

Data Layout Calibrator

Select layouts using conversion, resident work, export cadence and measured evidence; keep uncertainty explicit.

Built an AoS/SoA/AoSoA selector including conversion and export costs. Five historical same-device IL2CPP launches reduced the synthetic amortized component-P95 score by 66.11%-74.81% versus tuned AoS.

Public source · Current main; historical results retain their own source identity

Results, limits and source ↗

Live performance lab

02 — RUN ON THIS DEVICE

A fair comparison.
Your GPU decides.

Compare a browser adaptation of the HLSL project's hierarchical scan with GPUPrefixSums, an established external implementation. The measurements are computed here when you press Run.

Enable JavaScript to run the local WebGPU comparison. Source versions and project evidence remain available below.

What this comparison measures

Exclusive uint32 prefix sum, with wraparound modulo 2³². Every implementation processes identical deterministic inputs and is checked against a full CPU oracle. Timings are fresh WebGPU measurements, separate from the native D3D12 results in the repositories.

GPUPrefixSums is an external algorithm suite, not an industry-wide browser score. This page adds the browser harness. Shader Hitch and Burst results require their own Web builds and are not represented by this scan test.

Read the protocol, source versions and benchmark shortlist ↗

More of the engineering

03 — SYSTEMS & INTEGRATION
01

HLSL Kernel Pipeline

Engine-neutral GPU primitives with explicit external backends, whole-operation measurement and correctness checks.

Public source · Current main; historical results retain their own source identity

02

PolicyBridge-ROS2

Bounded policy execution with synchronized observations, cancellation, late-result isolation and reliable finalization.

Public source · Merged into main

03

ActionStream

Episode-owned asynchronous policy execution with cancellable transport, revision-tagged actions and measured X-VLA/LLM development tooling.

Private source; access required · PR 3 merged into master; experimental language and vision gates failed

04

Multilingual Community Intelligence Assistant

A bilingual workflow from approved-source ingestion through cited retrieval and human review, with recoverable jobs and signed identity verification.

Local application; remote acceptance pending · Committed locally; remote acceptance pending

05

SUMMIT GPU Systems

Public opt-in packages for GPU sensor data, indexing, scheduling and complete-task cost planning.

Public source · Current main; historical results retain their own source identity

06

LangMani

Typed language-to-task routing and six task-specific controllers in a frozen simulation protocol.

Private source; access required · Version pinned to the evidence below

CVs by role

UPDATED 14 SEPTEMBER 2026

CHENGGONG (EDWIN) LIU

Building across the
CPU–GPU boundary.

As an engineer intern at IMMRSIV, I contribute to Unity-based city-scale simulation: geospatial streaming, GPU rendering, sensor views and runtime reliability. My independent tools explore the performance and validation problems around that work.

I also work freelance with Paradox Interactive on Greater China player insights, localization and publishing workflows, connecting technical teams with players.

Connect on LinkedIn ↗