Projects
Custom Vulkan 1.3 Rendering Engine
Odin · Vulkan · Compute
Real-time GPU-driven rendering engine built from scratch
In development
- Compute-only IZB shadow pipeline: Implemented a novel compute-only variant of the Irregular Z-Buffer shadow algorithm, optimized from 15ms to 500µs on a 3070 Ti across four passes (GPU vertex cache, cooperative LDS loading, cell-span tuning with LDS overflow, conservative shadow map early-out). Full writeup: Reinventing the Square Wheel.
- Main opaque pass optimization: Profiled a memory-bound main render pass with RenderDoc, Nsight, and Tracy GPU zones; restructured GPU-side data layouts for cache coherency and bandwidth, reducing pass time from 5ms to 500µs.
- GPU-driven rendering: Compute-shader frustum culling with multi-draw indirect dispatch and GPU-computed draw commands. Bindless descriptor indexing for textures and buffers eliminates per-draw descriptor set updates.
- Memory and precision: VMA-managed allocation with fine-tuned buffer packing and memory type selection, FP16 mixed-precision render targets, KTX2 supercompressed textures with GPU-side format transcoding.
Iluvatar: Multi-Camera Volumetric Perception System
Rust
Real-time 3D motion tracking across calibrated camera networks
In development
- Core algorithm: Each camera casts rays weighted by per-pixel inter-frame differences into a shared voxel grid; multi-view aggregation across calibrated cameras yields 3D position estimates of moving objects.
- Distributed architecture: Modular Rust workspace spanning camera units, an aggregating server, a web-based 3D client, and a Bevy-based simulator for end-to-end testing.
- Edge deployment: Targeted for deployment on Kendryte K230 RISC-V SBCs for on-device per-camera processing.
Experience
Western Union
Denver, CO
Solutions Engineer
May 2024 – Oct 2025
- API modernization: Contributed to migrating legacy MuleSoft APIs to Java Spring Boot, improving observability and reducing maintenance burden across backend payment services.
- Observability infrastructure: Built Dynatrace dashboards tracking production health and user flows, enabling proactive identification of latency regressions and failure patterns.
- Incident response: Led root cause analysis on recurring production issues, implementing fixes at the source rather than patching symptoms.
- Internal tooling: Built administrative tooling for production data operations, replacing manual support ticket resolution for common issues.
SeedBin
Software Developer
May 2022 – May 2024
- ETL pipelines: Built Python and PostgreSQL data pipelines for multi-source agricultural data ingestion, with automated validation and cleaning.
- Data modeling: Designed PostgreSQL schemas and query optimization for data warehousing and business intelligence integration.
- Application refactor: Executed a performance-focused refactor of a large legacy application, introducing modular architecture and optimized database queries.
- Web applications: Delivered web applications and user management systems for enterprise clients, including a platform serving 5,000+ users.
Skills
Languages
C, C++, Odin, Rust, Python, SQL
Graphics / GPU
Vulkan 1.3, SPIR-V, Compute Shaders, Slang, GLSL, Bindless Rendering
Profiling
Tracy, RenderDoc, Nsight, GPU Timeline Profiling
Systems
Linux, Docker, Git, CI/CD, PostgreSQL
Mathematics
Linear Algebra, Numerical Methods, Computational Geometry
Education
University of Colorado
Boulder, CO
B.A./B.S. Mathematics, Minor in Computer Science
Linear Algebra, Abstract Algebra, Analysis 1–2, Probability Theory, Machine Learning, Data Structures, Principles of Programming Languages, Calculus 1–3