I build GPU rendering and real-time software, measure and de-risk new techniques, then turn them into tools other people can use.
OfflineRaytracingGPU: a spectral Monte Carlo path tracer in Slang, C++, and Vulkan with custom compute-shader traversal.
- Arbitrary pointers within the BVH for nested instancing: 8 billion instances in ~2 GB
- Stack TLAS with stackless AABB BLAS, Gaussian Splat primitives
- Technical details and build instructions here
- Notre Dame Studios virtual production – built the university's first real-time virtual production capability (Unreal Engine 5, stYpe tracking, custom C++ integrations)
- Game engine – designed to provide a sandbox for ML techniques with an easy-to-extend API.
MS in Computer Science, University of Notre Dame (machine learning and real-time simulation).
Looking for GPU and rendering engineering or research roles.
Tools: C++, Slang, Vulkan, Unreal Engine 5, GLSL, OpenGL, Nsight Graphics, LibTorch



