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Cheng-Hao, Wang 王正皓

I was born in 1994. I consider myself a responsible software engineer with a wide variety of talents. Passionate about VR and Software Development.
Seeking to leverage first-hand experience with game technology and wide spectrum of IT knowledge and tech skills at new company.

Taipei ,TW
[email protected]



  • C / C++ / C# / Java 
  •  Android 
  • Javascript / JSP 
  • Unity / Unreal 
  • MySQL / MS SQL
  • OpenCV 
  • OpenGL / Ray tracing / Shader

Computer Graphic

  • OpenCV 
  • OpenGL 
  • Ray tracing (Optix CUDA) / Shader (OpenGL GLSL) 
  • SteamVR 
  • Unity 
  • Unreal 


  • Full-time Intern when senior. 
  • Used JSP / JavaScript / Html to develop the web page in Web team. 
  • Helped Semantic Analysis team to analyze the keywords accuracy and make reports.


  • JPLT N2 Pass (Japanese)

Work Experience

Wanin, Software Engineer, Jun 2020 ~ Now

Using Unreal Engine 4 to develop the Application for Wanin. Responsible for developing front-end and AI partners of gameplay.


eLAND, Intern, Feb 2017 ~ Sep 2017

Develop the webpages for eLand. And helped Semantic Analysis team to analyze and generate keywords from Web Articles.


Fu - Jen Catholic university, Teaching Assistant, Jun 2014 ~ Feb 2017

TA of Digital System Experiments.


Educational Background

National Taiwan Normal University, Master degree, Computer Science, 2017 ~ 2019

Computer Graphic Lab


Fu - Jen Catholic university, Bachelor degree, Computer Science, 2013 ~ 2017

Final project  : Blazing Battlefield VR

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Final Project of Bachelor : Blazing Battlefield VR

Used Unity3D to develop an Interactive VR Game for Htc Vive.
Our team and our project won the first prize among all Graduation Projects.

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Video Processing Term Project:LIVE Cheerleaders

Used OpenCV to capture the image from camera, and detected the position of the cheer stick to play the game.

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Interactive Media Term Project:VOICE MASTER

Used Arduino to make a controller to control the Rhythm game. 

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Master’s thesis:Quality Comparison of Lighting and Displaced Surfaces Between Real Time Ray Tracing and Rasterization

This paper presents the results of comparison of shadow, reflection and displaced surfaces. And provides the developers a report about the difference between GPU ray tracing and rasterization, and the possibility of using ray tracing to render interactive contents.

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