Yong He

Yong He

I am a PhD student at Carnegie Mellon University, advised by Kayvon Fatahalian. My research at CMU is focused on automating the process of optimizing rendering systems with higher level programming languages and smarter compilers. The ultimate goal of my research is to liberate game developers from the time-consuming process of exploring performance optimizations by developing new programming language abstractions and domain-specific compiler optimization techniques.

Before coming to CMU, I received my bachelor degree in software engineering from South China University of Technology, P.R. China, in 2011.


  • NVIDIA Graduate Fellowship (2016-2017)


Shader Components: Modular and High Performance Shader Development
Yong He, Tim Foley, Teguh Hofstee, Haomin Long, Kayvon Fatahalian.
Project Page     Paper     Slides    Code on GitHub

A System for Rapid Exploration of Shader Optimization Choices
Yong He, Tim Foley, Kayvon Fatahalian.
Project Page     Paper     Code on GitHub

A System for Rapid, Automatic Shader Level-of-Detail
Yong He, Tim Foley, Natalya Tatarchuk, Kayvon Fatahalian.
SIGGRAPH Asia 2015
Project Page     Paper

Ray Specialized Contraction on Bounding Volume Hierarchy
Yan Gu, Yong He, Guy Blelloch.
Pacific Graphics 2015

Decoupled Coverage Anti-Aliasing
Yuxiang Wang, Chris Wyman, Yong He, Pradeep Sen.
High Performance Graphics 2015
Project Page     Paper

Extending the Graphics Pipeline with Adaptive, Multi-Rate Shading
Yong He, Yan Gu, Kayvon Fatahalian.
Project Page     Paper

Efficient BVH Construction via Approximate Agglomerative Clustering
Yan Gu, Yong He, Kayvon Fatahalian, Guy Blelloch.
High Performance Graphics 2013
Project Page     Paper

TimeStream: Scalable Real-time Computation in the Cloud
Zhengping Qian, Yong He, Chunzhi Su, Zhuojie Wu, Hongyu Zhu, Taizhi Zhang, Lidong Zhou, Yuan Yu, Zheng Zhang.
Eurosys 2013

Work Experience

  • Summer 2015 - Microsoft Research (Redmond, WA)
    Research Intern (mentored by Todd Mytkowicz and Kathryn McKinley)
    Studied probabilistic inference and approximate compilation.
  • Summer 2014 - NVIDIA Research (Redmond, WA)
    Research Intern (mentored by Aaron Lefohn)
    Studied reactive shading systems.
  • Summer 2013 - NVIDIA Research (Santa Clara, CA)
    Research Intern (mentored by Aaron Lefohn and Eric Enderton)
    Studied various anti-aliasing techniques. Investigated integrating adaptive shading into graphics pipeline.
  • 2011 - 2012 - Microsoft Research Asia (Beijing, China)
    Research Intern, Systems Research Group (mentored by Zhengping Qian and Zheng Zhang)
    Bulit a distributed system for real-time stream processing with light-weight fault tolerance.

Visit "Projects" page for a list of my previous projects.


TA 15-869 Visual Computing Systems in Fall 2014.