
Worked on the carla-simulator/carla repository to deliver two core features focused on simulation data fidelity and rendering consistency. Developed a C++ API for retrieving vehicle bone transforms in world space, addressing transformation mismatches to ensure accurate skeletal data access for vehicles within Unreal Engine simulations. Additionally, configured segmentation rendering to be enabled by default through DefaultEngine.ini, guaranteeing consistent segmentation data generation across all simulation runs. These enhancements streamline analytics, debugging, and AI perception workflows by improving data reproducibility and reliability. The work demonstrated expertise in C++, configuration management, simulation systems, and Unreal Engine integration, with a focus on robust engineering solutions.
February 2025: Delivered core data access and rendering reliability improvements for Carla. Implemented Vehicle World-Space Bone Transforms API (GetVehicleBoneWorldTransforms) to enable world-space skeletal data access for vehicles, with a fix for bone transformation mismatch to ensure data fidelity across simulations. Enabled segmentation rendering by default in Unreal Engine via DefaultEngine.ini to guarantee consistent segmentation data generation for all simulations. These changes reduce debugging time, improve analytics quality, and enable more accurate perception and animation workflows. Technologies demonstrated include C++/Unreal Engine integration, bone transform math, and configuration-driven rendering pipelines.
February 2025: Delivered core data access and rendering reliability improvements for Carla. Implemented Vehicle World-Space Bone Transforms API (GetVehicleBoneWorldTransforms) to enable world-space skeletal data access for vehicles, with a fix for bone transformation mismatch to ensure data fidelity across simulations. Enabled segmentation rendering by default in Unreal Engine via DefaultEngine.ini to guarantee consistent segmentation data generation for all simulations. These changes reduce debugging time, improve analytics quality, and enable more accurate perception and animation workflows. Technologies demonstrated include C++/Unreal Engine integration, bone transform math, and configuration-driven rendering pipelines.

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