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Hello

I'm Sandeep,
Bangalore Venkatesh.

| Reality Experience Designer | Game Programmer | Digital Artist |

Actively seeking full time positions in reality experience design and game studios

About Me.

During my journey home after a long day at work, I often find myself racking my brains for the lacking semicolon in my code that seemingly wants to play a game of hide and seek with me, pondering about mastering the highest level on a video game, or making fluid strokes on my Wacom tablet as I create a piece of art.

I am a Graduate student pursuing my Masters in Computer Science at Georgia Institute of Technology with an inclination towards designing reality experiences and game development.

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Education

Masters Degree

2017 - Present

Georgia Institute of Technology

  • ​Master of Science in Computer Science.
  • Relevant Courses
    • Reality Experience Design
    • Artificial Intelligence
    • Game AI
    • Video Game Design
    • GPU Programming for Video Games
    • Computer Graphics
  • CGPA - 4.0/4.0.

Bachelors Degree

2011 - 2015

National Institute of Technology Karnataka, Surathkal

  • ​Bachelor of Technology in Electronics and Communication Engineering.
  • CGPA - 9.0/10.0.


Work Experience

Junior AR/VR Engineer

Fall August 2018 - Present

Stanley Black & Decker, Inc.

  • Part of the ideation team which understands XR technology and it's uses in the area of construction and product management
  • Currently working on an AR remote assistance application using ARCore
  • Integrating VIVE tracking in the HoloLens
  • Exploring the world of Magic Leap

Independent Study, AR projects

Fall 2017 - Present

Interactive Media Technology Center, Georgia Tech

  • Reality experience designer on Oculus and Hololens via Unity Game engine.
  • Designed an AR pit experience using Oculus and OVRVision Pro
  • Currently working on creating a training experience for nurses to tackle emergencies using Hololens

Senior Hardware Engineer

2015 - 2017

Samsung R&D India Bangalore

  • Circuit designer for standard cells in Library IP team.
  • Work involved both MOSFETs (28nm, 80nm technology) and FINFETs (10nm technology).
  • Automation of various simulation processes such as EM validation, flop robustness, latch node stability, required for production.
  • Understanding various design metrics and implementing design accordingly.

Summer Intern

2014

École catholique des arts et métiers (ECAM), Lyon

  • Under the guidance of Profs. Jean-Noël Charvet and Christophe Jouve.
  • Computer vision and augmented reality based object tracking in machine coordinates.
  • Involved techniques like Features from Accelerated Segment Test (FAST), Binary Robust Independent Elementary Features (BRIEF), Homography and camera calibration.

Summer Intern

2013

Indian Institute of Science (IISc), Bangalore

  • Under the guidance of Dr. Chandra Sekhar Seelamantula.
  • Facial recognition using sparse encoding.
  • Involved eigen based feature extraction and l-1 minimization techniques(Orthogonal Matching Pursuit (OMP), Homotophy, Alternating Direction Method of Multipliers (ADMM)).

Areas of Interest

  • Augmented reality
  • Virtual reality
  • Game development
  • Artificial Intelligence
  • Computer Vision
  • Embedded Systems

Technical Skills

  • Languages
    C++, C#, Java, PERL, Python, MATLAB
  • Tools, Devices and Technologies
    Unity3D, ARCore, ARKit, Vuforia, Hololens, Magic Leap, Oculus Rift, VIVE, Visual Studio, MATLAB, Adobe Photoshop, Adobe Illustrator
  • Platforms
    Microsoft Windows and Linux

Portfolio.

I have worked on various projects in areas of augmented reality, game development, computer vision, signal processing and embedded systems. I also work on digital art and illustratons as a hobby to keep the creatives juices flowing. A description about a few of the projects can be found in the links below.

Game Development

Rage Race

Skills : C#
Softwares : Unity Game Engine, Photoshop

Rage Race was created as a part of Video Game Design course at Georgia Tech. I was mainly involved in the design of the track, main menu, power ups, character selector menu and UI. Apart from this I was an integral part of a team which helped bring Rage Race together.

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Game Development

Racing Game

Skills : C#
Softwares : Unity Game Engine, Photoshop.

The motivation for this game is another game called "Rollcage". In this game, racers get to pick up items as they go along the track and use these pick ups to go up the leader board. Currently, this game supports only single player and 2 AI racing cars.

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Game Development

PacMan

Skills : C#
Softwares : Unity Game Engine, Photoshop, 3DS Max.

This is an imitation of the famous arcade game with the same name. The player controls PacMan through a maze, eating pac-dots (pellets). There are four enemies (ghosts) that are trying to stop PacMan. When all the pellets are eaten, PacMan is taken to the next stage. Most of the game dynamics are same as the original, except for bonus fruits.

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PacMan

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Please be patinent while the game loads. Use the arrow keys to control PacMan. Hold ESC to see the menu.

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Game Development

Balls of Steel

Skills : C#
Softwares : Unity Game Engine, Photoshop, 3DS Max.

This game is a reproduction of the arcade game Arkanoid. The player controls a paddle and launches balls in order to destroy all the bricks approching the player. Player can destroy special bricks in order to gain some advantages.

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Balls of Steel

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Instructions
Please be patinent while the game loads. Use the mouse to control the paddle and left mouse button to release a ball. Hold ESC to see the menu.

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Game Development

Basic First Person Shooter

Skills : C#
Softwares : Unity Game Engine.

This is one of the very first games that I created while I took a MOOC by Prof. Brian Winn from Michigan State University.

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Augmented Reality

AR Remote Assistance (Video coming soon)

Skills : ARCore
Softwares : Java

This application uses ARCore (Native Android Application) to help provide AR assistance remotely. The main idea is to help professionals help service their clients without having to actually go onsite. The application provides AR annotations capabilities to video calls, thereby helping in better collaboration.

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Augmented Reality

AR Spill Cleanup

Skills : C#
Softwares : Unity Game Engine, Hololens

In this project we simulate an AR training session for nurses in order to tackle clean up during a breakout of highly infectious diseases. the training involves the use of hololens to simulate the AR environment and we help the nurses through the step by step process involved in decontamination of a room during situations like ebola.

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Augmented Reality

AR Pit

Skills : C#
Softwares : Unity, Oculus and OVRVisionPro

This project was implemented in Georgia Tech a few years ago in order to develop an AR presence questionnaire in parallel with a physiological presence experiment analogous to the UNC VR “pit” experiment, which leverages a strong physiological reaction (fear of heights) to measure presence. But the technology being used was old and the experiment was no more in use. My job was to revive the project by using OVRVisionPro along with Oculus rift in Unity. The main ideas that were explored here were the concept of chromakey and occlusion. The image on the side was taken with the previous HMD. New pictures coming soon.

Augmented Reality

Fearless - AR Exposure Therapy

Skills : C#, ARCore
Softwares : Unity Game Engine

It is an AR application which uses the concept of exposure therapy to allow users to acclimate to spiders. ARCore and Unity3D was used to complete this application. Users were allowed to place spiders in their 3D environment which walked around in the world based on the dynamic NavMesh that was created. Once users were confident enough they could walk into a portal which placed them completely in VR surrounding them in a world full of spiders of different size and color.

Augmented Reality

VIVE Tracking for HoloLens (Video coming soon)

Skills : C#
Softwares : Unity3D, VIVE and HoloLens

VIVE lighthouses have a better tracking accuracy compared to the HoloLens (Ver 1) tracking. The idea was to replace HoloLens internal tracking with VIVE tracking. The increase in accuracy is of importance in applications which require a higher level of precision. Used SteamVR, HoloToolKit and Unity3D for this project

Augmented Reality

AR Posters/Season tickets

Skills : C#, Vuforia
Softwares : Unity Game Engine

Created a mock AR experience on the football season tickets and posters towards a potential collaboration with the Georgia Tech Athletics Association for AR project to help improve public relationships. Technology used was Vuforia and Unity3D for Android and iOS development.

Augmented Reality

AR Book

Skills : FLARManager
Softwares : Flash.

FLARManager is a lightweight framework that makes it easier to build augmented reality applications for Flash. I created a small AR book which augments videos, text and 3D models upon markers when they come in the filed of view of the camera. Please see the video along side to see its working.

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Augmented Reality

Object Tracking in Machine Coordinates

Skills : C++, OpenCV
Softwares : Visual Studio.

This project is a part of my summer internship program at École catholique des arts et métiers (ECAM), Lyon, under the guidance of Profs. Jean-Noël Charvet and Christophe Jouve.

The general idea behind the project is to identify and track objects placed on a workstation in an industry. The setup consists of a structure placed above the workstation such that it can provide three degrees of freedom for the industrial tool and the camera. In this case the industrial tool will have to deposit copper on certain points on an object, for this to work the tool needs to be exactly above the object/point of interest.

The structure is a Schneider Electric product which interacts with the computer using SoMachine software. On the other hand, image processing techniques are used to track and detect the objects. Object tracking is done using OpenCV library 2.4.9. Features from Accelerated Segment Test (FAST) algorithm is used for key points detection and Binary Robust Independent Elementary Features (BRIEF) technique is used as the feature descriptor which performs feature extraction from the key points detected. Upon feature extraction Hamming distance is used to find the best matches between the sample/template and the test image/video. Once image matching is done, homography between the sample and the test image is done. Homography matrix helps extract the camera translation and the rotation between two images and further this information can be used for navigation and to project 3D pixel coordinates to 2D pixel coordinates. Using homography the corners of the test object is identified. Exploiting the fact that a 3D axes drawn on the object with its origin at the center of the object reduces the z-axis almost to a point when viewed from a camera placed directly above. The camera is moved accordingly. At any instance this just gives the pixel coordinates and so figuring out how much the camera needs to move with respect to its current position is another hurdle. Here camera calibration comes to the rescue. Using camera calibration a relation between the pixel distances and real world distances is calculated at a fixed height of the camera.

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Object Tracking in Machine Coordinates Report

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Undergraduate Thesis

Speech Enhancement Using Beamforming Techniques

Skills & Software : Matlab

This project was a part of my undergraduate thesis at National Institute of Technology, Surathkal, under the guidance of Dr. Deepu Vijayasenan.

The general idea of the project was to propose a new algorithm for high-quality speech capture. The proposed speech enhancement algorithm uses a multi-channel beamforming technique. An advantage of employing beamforming is that the algorithm takes into account the spatial information coming from a target speaker to a microphone array so as to enhance speech. The algorithm eliminates the restriction on the geometry of the microphone arrays.

BeamformIt was used for implementing the beamforming technique. And implemented a de-reverberation system via maximising the kurtosis. Additionally, a few extra modifications have been made on beamformIt which has further improved the output SNR values of the complete system.

Further, a calibrated constrained sub-band beamforming algorithm was implemented where in the filter weights are based on the Wiener solution. This algorithm is dependent on the microphone array geometry and works only in the case when the signal source remains stationary. In order to remove the dependency on the microphone array geometry, a kurtosis based blind beamforming algorithm is implemented. Various experiments have been performed to evaluate each of the above algorithms and the results have been tabulated in the report.

It was found that a frequency domain implementation of beamforming resulted in introduction of artefacts to the output, thus we have implemented an algorithm that performs beamforming in time domain. The algorithm performs a blind beamforming with the constraint of maximizing the energy/kurtosis. It was observed that the SNRs of the output from the above algorithms improved by around 3dB in comparison to the delay and sum beamformed outputs.

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Speech Enhancement Using Beamforming Techniques

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Computer Vision

Facial Recognition using Sparse Encoding

Skills : ImageJ, Java

This was my first exposure to the field of computer vision. I worked on this project as a part of my summer internship at Indian Institute of Science, Bangalore, under the guidance of Dr. Chandra Sekhar Seelamantula.

In this project, a test image is represented as a linear combination of as few images as possible from the training set (sparse representation) using Eigen based feature extraction and l-1 minimization techniques. l-1 minimization techniques implemented were that of Orthogonal Matching Pursuit (OMP), Homotophy, Alternating Direction Method of Multipliers (ADMM).

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Facial Recognition using Sparse Encoding

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Computer Vision

Object Tracking in Machine Coordinates

Skills : C++, OpenCV
Softwares : Visual Studio.

This project is a part of my summer internship program at École catholique des arts et métiers (ECAM), Lyon, under the guidance of Profs. Jean-Noël Charvet and Christophe Jouve.

The general idea behind the project is to identify and track objects placed on a workstation in an industry. The setup consists of a structure placed above the workstation such that it can provide three degrees of freedom for the industrial tool and the camera. In this case the industrial tool will have to deposit copper on certain points on an object, for this to work the tool needs to be exactly above the object/point of interest.

The structure is a Schneider Electric product which interacts with the computer using SoMachine software. On the other hand, image processing techniques are used to track and detect the objects. Object tracking is done using OpenCV library 2.4.9. Features from Accelerated Segment Test (FAST) algorithm is used for key points detection and Binary Robust Independent Elementary Features (BRIEF) technique is used as the feature descriptor which performs feature extraction from the key points detected. Upon feature extraction Hamming distance is used to find the best matches between the sample/template and the test image/video. Once image matching is done, homography between the sample and the test image is done. Homography matrix helps extract the camera translation and the rotation between two images and further this information can be used for navigation and to project 3D pixel coordinates to 2D pixel coordinates. Using homography the corners of the test object is identified. Exploiting the fact that a 3D axes drawn on the object with its origin at the center of the object reduces the z-axis almost to a point when viewed from a camera placed directly above. The camera is moved accordingly. At any instance this just gives the pixel coordinates and so figuring out how much the camera needs to move with respect to its current position is another hurdle. Here camera calibration comes to the rescue. Using camera calibration a relation between the pixel distances and real world distances is calculated at a fixed height of the camera.

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Digital Art.

A couple of things that I have worked on are below. I am yet to get to a point where I can draw something from my imagination, but I am pretty comfortable making digital art from already existing line art or by creating my own line art from images.

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