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