RESUME

Ted Nguyen
(408) 390 - 7338
email: ted@envive.me
resume: https://ted.envive.me


Summary Senior Software Engineer and 3D Graphics specialist with over 25 years of experience building immersive visualizations, UI/UX frameworks, and medical robotic software for industry leaders like Align Technology, Amazon, and Electronic Arts. Proven track record of inventing scalable architectures and driving end-to-end product lifecycles from concept to production.
Skills • Graphics: Vulkan, OpenGL, OpenGL-ES, GLSL, HLSL, Direct3D
• Languages: C++19, Managed C++, C#, Java, PHP, JavaScript
• Windows: VisualC++, VisualStudio, .NET, MFC, COM, ATL, Win32
• Embedded: ESP-IDF, Qt/QML5, Android, BlackBerry OS, WindowsCE
• Android: JDK, Android Studio, Android TV Leanback Library
• Collaboration: Figma, Git, Bitbucket, Jira, SourceSafe, Perforce
Patent • Short-term buffer content management #EP1367824 (https://tinyurl.com/EP1367824)
Experience
03/2025 to present

Independent Inventor & Researcher / Self-Employed (San Jose, CA)

• Researched, designed, and prototyped a novel utility solution in the LiDAR laser scanning space. Filed a formal utility patent application with the USPTO (Patent Application No. 450,691 / Patent Pending).
• Conducted comprehensive prior art searches, competitive analysis, and technical feasibility studies to validate market and design uniqueness.
• Drafted complete patent specifications, including detailed technical drawings/diagrams, claims, and background descriptions.

06/2021 to 03/2025

Align Technology (San Jose, CA)

Senior Software Engineer, Predictability Software:
• Designed and developed treatment planning software used internally by dental technicians.
• Developed extensible infrastructure for 3D visualizations of clinical concepts.
• Collaborated with Biomechanical Engineers to prototype new teeth movement mechanisms.
• Collaborated with Operations Engineers to monitor usage and gather feedback for on-going software enhancements.
— Figma, C++, STL, OpenGL, VisualStudio

10/2019 to 05/2021

Auris Health, Inc., a Johnson & Johnson Company (Redwood City, CA)

Senior Software Engineer:
• Developed User Experience components for Monarch Platform Robotic Endoscopy.
— Qt, QML, C++, STL, OpenGL, VisualStudio

06/2014 to 02/2019

Amazon Lab126, Inc. (Sunnyvale, CA)

Software Engineer Level 5, FireTV Core Experience:
• Developed user experience components and infrastructure.
• Adapted Android TV Leanback Library with framework for server-based configurations.
• Implemented Accessibility components for the visually impaired.
— JDK, Android Studio, Android TV Leanback Library

06/2013 to 05/2014

Electronic Arts (Redwood Shores, CA)

Senior Software Engineer, The Sims 4 Build Mode:
• Developed in-game experience for building playable character’s home. 3D objects are picked from a pallette and positioned in immersive 3D environment.
https://www.ea.com/en/games/the-sims/the-sims-4
• Build Mode demo: https://www.youtube.com/watch?v=9KSFkcKBBMo
— OpenGL, HLSL, C++, Visual Studio

12/2010 to 05/2013

Restoration Robotics (San Jose, CA)

3D Graphics Lead Software Engineer:
• Developed infrastructure for rendering 3D Graphics over live video for automated hair transplantation robot.
• Developed 3D modeling software to visualize patient in treatment planning software.
• ARTAS System demo: https://www.youtube.com/watch?v=Ls2XnX4bSQA
— C++, OpenGL, Direct3D, C#, C++/CLI, WPF, VisualStudio

11/2009 to 11/2010

Stitcher (San Francisco, CA)

Senior Software Engineer:
• Integrated Stitcher audio streaming service with Sonos Wireless Music System.
• Updated Stitcher streaming audio player for BlackBerry OS 5.0.
• Optimized code for audio buffering, networking, multi-threading, and user interface.
— Java, J2SE, PHP, SOAP, SAX, BlackBerry JDE 5.0

03/2005 to 10/2009

Align Technology (Santa Clara, CA)

3D SDK Development Lead:
• Ownership of the 3D Graphics SDK and Application Framework used by all internal and external applications including manufacturing control, R&D, and treatment planning.
• External application called ClinCheck (https://tinyurl.com/clincheck3d)
• Added infrastructure for pooled resource ID allocation, pooled memory allocation, plugins management, event queueing and dispatching, dependency management, undo/redo stack, scenegraph traversal, and OpenGL rendering pipeline.
— C++, STL, OpenGL, VisualStudio

02/2004 to 03/2005

nVidia (Santa Clara, CA)

3D Systems Software Engineer:
• Developed Direct3D 10 drivers. Developed OpenGL-ES drivers for ARM7 and XScale processors.
• Developed tool for capturing GL system calls made by games.
— C++, Direct3D, OpenGL-ES, VisualStudio

07/2000 to 01/2004

Microsoft TV (Mountain View, CA)

Software Design Engineer, Client Applications:
• Developed DVR and VOD components for MicrosoftTV Platform (https://tinyurl.com/microsofttv).
• Designed and implemented COM components for scheduling of recordings, multi-tuner conflict resolution, and searching through the Electronic Program Guide.
• Patented mechanism for short-term buffer management #EP1367824.
— C++, COM, ATL, JavaScript, HTML, VisualStudio, WindowsCE

08/1998 to 05/2000

Uppercase, Inc., A Xerox New Enterprise Company (Santa Clara, CA)

Software Engineer, Document Infrastructure Group:
• Developed Object-Oriented Database for managing documents on a WindowsCE tablet.
• Developed transaction logging and desktop synchronization system.
• Documented software design and architecture for transfer of Intellectual Properties to Microsoft.
— C++, VisualC++, WindowsCE

04/1997 to 07/1998

Electronic Arts (San Mateo, CA)

Software Engineer, Jane’s Combat Simulations Group:
• Developed 2D/3D Graphical User Interface Framework based on Scene Graphs.
• Developed custom widgets, menus, and windows.
• Credit in game Jane’s WWII Fighters for Win98 (https://www.combatsim.com/review.php?id=444)
• Gameplay video: https://www.youtube.com/watch?v=9wRodowyMUA
• Presentation on GUI Framework: https://tinyurl.com/guiframework
— C++, Direct3D, DirectDraw, WinGDI, Visual C++

Software Engineer, Graphics Tools Group:
• Developed 3-D WorldBuilder tool for placing in-game objects and generating game data.
• Rendered distant panorama with atmospheric haze for polygons beyond interactive scene.
• Credit in game https://en.wikipedia.org/wiki/Road_Rash_3D for Sony PS1.
• Gameplay video: https://www.youtube.com/watch?v=blHViomC8g8
— C++, Open-GL, OpenInventor, Visual C++

07/1996 to 03/1997

Why Not! Creations (Milpitas, CA)

Games Programmer:
• Developed 3-D game engine for Windows 95.
— C++, VisualC++, Direct3D, DirectDraw

10/1995 to 07/1996

DIALOG, a Knight-Ridder Company (Mountain View, CA)

Programmer/Analyst B, KR-BusinessBase Team:
• Developed Windows 95/NT application for accessing Knight-Ridder’s DIALOG online database.
• Developed interface with the proprietary communications API.
— C, Windows SDK