Hi, I'm Justin

I'm a third-year student at Caltech majoring in Computer Science.

I'm currently working with the UCSD Su Lab focusing on the intersection of computer graphics, simulation, and robotics. I recently presented my project, 'Synthetic Data of Animal Models for Point Tracking,' at CVPR 2025.

Contact me: jluo2 [at] caltech [dot] edu

Profile Picture

About Me

A brief overview of my background, skills, and professional journey in computer graphics.

Who I Am

I am a dedicated and curious computer science student with a deep-seated passion for computer graphics, real-time rendering, and physics-based simulation. From the intricate dance of light and shadow to the complex algorithms that breathe life into virtual worlds, I am constantly driven to explore, learn, and create. My goal is to contribute to innovative projects that merge artistry with cutting-edge technology.

Skills
Python
C++
C
Java
Matlab
OCaml
Git
PyTorch
TensorFlow
MuJoCo
ROS
Linux & Windows
Kubernetes
Docker
Linux & Windows
Kubernetes
Docker
CUDA
GLSL
OpenGL
Blender
cuBLAS
Experience

Teaching Assistant1 @ California Institute of Technology (ME/CS/EE 129 - Experimental Robotics, Spring 2025)

Spring 2025

Guiding small groups in creating an automated exploration robot, integrating sensors and implementing interrupt-driven and multi-threaded architectures in the graduate level course.

Teaching Assistant2 @ California Institute of Technology (CS 12 - Introduction to Prototyping, Winter 2025)

Winter 2025

Assisted 50+ students in designing and creating an open-ended project, providing a foundational experience in prototyping.

Teaching Assistant3 @ California Institute of Technology (ME 8 - Introduction to Robotics, Fall 2024)

Fall 2024

Led 40+ students in designing a fully autonomous camera & arm system, requiring teaching proficiency in Python and CAD. Responsible for guiding several teams in achieving success in the project-based course.

Projects

A selection of my work in computer graphics and simulation.

Black Hole Raymarcher
A raymarching engine built from scratch in C++ and CUDA, featuring SDF rendering in the Kerr metric.
Screenshot of Black Hole Raymarcher
Fluid Simulation
An interactive 2D fluid simulation using the Smoothed-Particle Hydrodynamics (SPH) method, rendered with OpenGL.
Screenshot of Fluid Simulation
Voxel Engine
A procedural terrain generation engine using voxel data, with support for dynamic chunk loading and optimized rendering.
Screenshot of Voxel Engine
Soft Body Physics
A soft body physics engine using a mass-spring system, allowing for real-time deformation and interaction of 3D objects.
Screenshot of Soft Body Physics

Publications

My contributions to academia.