GPU & Graphics Projects

Custom Vulkan 1.3 Game Engine

Built a real-time rendering engine from scratch in Odin targeting Vulkan 1.3. Designed for low-latency, GPU-bound workloads with full control over the graphics pipeline.

  • 10x frame time reduction: Profiled a memory-bound main render pass with RenderDoc and Nsight, restructured GPU-side data layouts to optimize cache coherency and bandwidth utilization, reducing pass time from 5ms to 500µs.
  • Bindless resource management: Implemented descriptor indexing for textures and buffers, eliminating per-draw descriptor set updates and reducing CPU-side overhead.
  • GPU-driven rendering: Compute shader frustum culling with indirect draw commands, moving scene traversal entirely to the GPU.
  • Memory optimization: Fine-tuned VMA allocation strategies, buffer packing, and memory type selection for optimal GPU memory bandwidth on discrete and integrated hardware.
  • Mixed-precision pipeline: FP16 render targets and storage buffers where precision allows, KTX2 supercompressed textures with GPU-side format transcoding.
  • Profiling infrastructure: Integrated Tracy with GPU timeline zones for frame-level CPU/GPU profiling, enabling systematic identification of pipeline stalls and bandwidth bottlenecks.

Bindless PBR Renderer (C++ / NVRHI)

Forward+ renderer built on a custom C++ application framework with NVRHI, abstracting over Vulkan, D3D12, and D3D11.

  • Compute-driven pipeline: GPU-based frustum culling via compute shaders, with indirect dispatch for light tile assignment and draw call generation.
  • Global illumination: Implemented radiance cascade algorithm for real-time indirect lighting, balancing quality and performance through cascade resolution tuning.
  • Shader architecture: Written primarily in Slang (NVIDIA's modern GPU shading language) with GLSL, leveraging Slang's module system and generics for maintainable shader code.
  • BRDF model: Energy-preserving Oren-Nayar diffuse with robust post-processing chain (bloom, tone mapping).

C++ Multi-Platform Application Framework

Framework for latency-critical applications with an embedded Daslang scripting runtime (outperforms LuaJIT, achieves near-native C++ speed). Coupled with NVRHI for a low-level, multi-API rendering abstraction.

Event-based Volumetric Computer Vision

Implemented a novel algorithm in Rust projecting inter-frame pixel deltas into a voxel grid, aggregating across multiple calibrated cameras for real-time 3D position reconstruction of moving objects. Compute-intensive pipeline optimized for throughput on CPU with data-oriented design.

Experience

Western Union

Denver, CO
Solutions Engineer May 2024 – Oct 2025
  • Performance & observability: Built Dynatrace monitoring dashboards for production health metrics, enabling proactive bottleneck identification and reducing system downtime by 40%.
  • API modernization: Migrated legacy MuleSoft APIs to Java Spring Boot, improving uptime by 35% and accelerating incident resolution.
  • Incident response: Led root cause analysis for production issues, implementing systematic fixes that reduced recurring incidents by 75%.
  • Internal tooling: Built admin tools for production data operations, saving ~20 hours/week in support resources.

SeedBin

Software Developer May 2022 – May 2024
  • ML model training: Trained predictive models for agricultural yield forecasting using Python and scikit-learn, achieving 92% prediction accuracy on crop yield data.
  • Performance optimization: Executed a major codebase refactor improving application performance by 75%, reducing technical debt by 40% through modular architecture and optimized queries.
  • Scale: Architected CoverCress, a platform serving 5,000+ users, reducing data processing time by 60% through scalable data modeling.
  • Data pipelines: Built ETL pipelines in Python and PostgreSQL for multi-source data ingestion, implementing automated validation that cut manual data entry by 80%.

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

Skills

GPU Programming Vulkan 1.3, Slang, GLSL, NVRHI, Compute Shaders, SPIR-V
Performance RenderDoc, Nsight, Tracy, GPU Profiling, Memory Bandwidth Optimization
Languages C, C++, Odin, Rust, Python, SQL
Techniques Bindless Resources, GPU-Driven Rendering, FP16 Mixed Precision, Indirect Dispatch
ML / Data PyTorch, scikit-learn, PostgreSQL, ETL Pipelines
Systems Linux, Docker, CI/CD, Git, VMA, Vulkan Memory Management