Rendering & GPU Systems
Vulkan, OpenGL, OpenXR, multiview stereo rendering, tile-based rendering, compute pipelines, volume rendering, and memory-aware pipeline design.
I build performance-critical real-time rendering systems for mobile and XR platforms, with a focus on C++, Vulkan, GPU optimization, memory-efficient pipelines, and data-oriented engine design.
I am a graphics engineer specializing in Vulkan-based rendering, GPU performance optimization, and rendering architecture for mobile and XR systems. My background spans AR headset rendering, simulation and training platforms, technical leadership in mobile graphics, and reproducible GPU benchmark development.
Building rendering systems that are fast, measurable, and maintainable under real platform constraints such as bandwidth, memory pressure, and synchronization cost.
Clear architecture, data-oriented thinking, strong profiling discipline, and technical work that can be explained with concrete performance outcomes.
The areas where I bring the most value: graphics architecture, GPU efficiency, and performance-critical engineering for real-time systems.
Vulkan, OpenGL, OpenXR, multiview stereo rendering, tile-based rendering, compute pipelines, volume rendering, and memory-aware pipeline design.
GPU profiling, bottleneck analysis, cache-aware data layout, coalesced access patterns, synchronization strategy, and memory bandwidth reduction.
C++, C, GLSL, Python, CMake, Git, RenderDoc, Nsight, Android, Linux, and Windows for production and experimental workflows.
A selection of work that best represents my technical direction: rendering architecture, GPU behavior, and reproducible engineering.
Experiments comparing AoS vs SoA, coalesced vs strided access, and GPU memory layouts to analyze cache behavior and bandwidth.
Cross-platform Vulkan project covering core Vulkan features on Windows and Linux, built with CMake and vcpkg-based dependency management.
A focused playground for GPU profiling experiments, measurement workflows, and performance analysis across graphics workloads.
Technical deep dives into GPU performance, rendering techniques, and engineering insights.
Vulkan’s explicit memory management provides powerful control over GPU resources, but it comes with complexity. This ...
vk-bench: a Vulkan benchmark you can actually reason about
C++ continues to evolve with new standards that offer powerful features for graphics programming. This post explores ...
My path across computer graphics, simulation, VR, mobile rendering, and performance-focused engineering.
Architected and optimized GPU pipelines for mobile XR systems, focusing on Vulkan multiview, tile-based rendering, GPU memory systems, and sparse volume rendering performance.
Led technical development for 40+ mobile game prototypes, defining rendering direction and low-level CPU/GPU optimization strategies.
Developed real-time simulation and training systems including VR navigation training, military simulations, and geographic visualization tools.
Worked on VR simulation systems with motion tracking, real-time interaction pipelines, and immersive application development.