Software engineer working across production web infrastructure, native applications, GPU computing, computer vision, and simulation.
My production work at my day job includes analytics over 200M+ rows and authentication shared across five services. Independently, I build native Windows software, rendering and physics systems, perception pipelines, and developer tools.
- Falling Dice + Nonlinear Metamaterial Compression — C++20 rigid-body simulation and CPU path tracing alongside a nonlinear beam-lattice solver with plasticity, damage, contact, validation, and STL export.
- IRIS Ω — converts monocular machine video into a metric articulated world model while keeping measured geometry, appearance support, completion priors, and unknown space separate.
- Filelight Explorer — native Windows file explorer written in C with a custom UI surface, deep file previews, and D3D11 GLB inspection.
- Twin Engine — computational hardware and digital-twin work spanning drones, mechatronics, dynamics, validation, deterministic geometry, and offline rendering.
I work primarily in C, C++, TypeScript, Python, Rust, and GPU APIs including D3D11, CUDA, and WebGPU.


