Graphics & GPU Systems
Rendering, visualization, graphics pipelines, GPU-related systems, and performance-sensitive software.
Engineering
Hands-on engineering across digital hardware, firmware, embedded systems, and software, especially in 3D graphics and GPU systems.
Technical Depth
Technically demanding work where architecture, implementation, and system behavior matter.
Rendering, visualization, graphics pipelines, GPU-related systems, and performance-sensitive software.
Imaging systems, image processing, computer vision, LiDAR, and spatial or visual data.
C/C++, firmware, software architecture, embedded systems, and hardware/software integration.
ASIC and RTL design, digital architecture, and lower-level system behavior.
Representative Engineering Work
Developed point-cloud processing pipelines for raw LiDAR data, a physically based rendering pipeline for an in-house rendering engine, and simulated sensor pipelines—including a LiDAR sensor using Vulkan ray-tracing shaders.
Researched and developed lens-distortion correction, head-tracking, and latency-reduction algorithms.
Designed and built a suite of tools for recording and detecting hand gestures, including video analysis and visualization of 3D skeletal data, along with OpenCL API prototype development.
Developed a virtual-reality training application for drone pilots to support situational-awareness training, built in Unity for the HTC Vive platform.
Built custom interactive visual and audio exhibits using OpenGL and GLSL, including custom interfaces and physics-based algorithms developed.
Not sure whether I can help? Let's talk.