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RESUME
Ted Nguyen
(408) 390 - 7338
email: ted@envive.me
resume: https://ted.envive.me
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Summary
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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.
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Skills
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• 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
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Patent
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• Short-term buffer
content management #EP1367824 (https://tinyurl.com/EP1367824)
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Experience
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03/2025 to present
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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.
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06/2021 to 03/2025
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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
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10/2019 to 05/2021
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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
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06/2014 to 02/2019
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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
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06/2013 to 05/2014
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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
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12/2010 to 05/2013
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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
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11/2009 to 11/2010
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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
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03/2005 to 10/2009
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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
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02/2004 to 03/2005
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nVidia (Santa Clara, CA)
3D Systems Software Engineer:
• Developed Direct3D 10 drivers. Developed OpenGL-ES drivers for ARM7 and XScale processors.
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Developed tool for capturing GL system calls made by games.
— C++, Direct3D, OpenGL-ES, VisualStudio
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07/2000 to 01/2004
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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
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08/1998 to 05/2000
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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
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04/1997 to 07/1998
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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++
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07/1996 to 03/1997
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Why Not! Creations (Milpitas, CA)
Games Programmer:
• Developed 3-D game engine for Windows 95.
— C++, VisualC++, Direct3D, DirectDraw
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10/1995 to 07/1996
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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
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