★ XR · Real-Time Graphics · Systems ★

I build immersive
experiences at
the systems level.

12 years across AR, VR, and MR - from native C++ rendering plugins to GPU shader pipelines to production platforms shipping on Quest, HoloLens, and mobile.

01 LIGHT & RENDERING ............
lightmap_blending.exe OPEN SOURCE
Runtime lightmap blending between baked lighting states

Runtime Lightmap Blending

GPU-based smooth transitions between baked lighting states in Unity URP. Texture2DArrays built at startup — each atlas page an array with N slices per state. Patched shaders sample two slices and lerp in the fragment shader. Non-destructive: original URP shaders never touched. Shipped on Quest 3 across 3,000+ renderers.

C# HLSL URP Texture2DArray Quest 3
SOURCE ON GITHUB →
vr_archviz_platform.exe PRODUCTION · VR

VR Architectural Visualization Platform

Sole architect for a VR-first platform serving real estate developers across 500+ buildings. Cross-device multiplayer via Photon Fusion syncs Quest headsets with mobile spectator apps. Stable 72 FPS on standalone Quest at 2M+ polygons. Largest deployment: 12-tower, 1,500-apartment township with Gaussian Splat-based exterior rendering.

Unity Photon Fusion Addressables S3 Gaussian Splatting Quest 3
VR architectural visualization scene
02 SYSTEMS & NATIVE ............
opencv_unity_plugin.so OPEN SOURCE

OpenCV Unity Plugin

Native C++ plugin piping live camera feeds through OpenCV processor chains into Unity textures. Three dedicated threads — capture, processor, Unity main. TripleBuffer ensures zero contention. Originally built for an industrial AR maintenance platform with markerless tracking, SLAM, and object detection at 30 FPS.

C++17 OpenCV 4.14 P/Invoke NDK r26 CMake arm64-v8a
SOURCE ON GITHUB →
adaptive_learning.app PRODUCTION · CROSS-PLATFORM

Cross-Platform Adaptive Learning App

Sole initial architect for a research-based adaptive learning platform for pre-K children, deployed across thousands of US classrooms. 200+ curricular experiences across 7 learning domains on Android, iOS, WebGL, and Windows. Designed the core architecture from scratch — adaptive sequencing driven by backend API, cross-platform rendering, asset management. Grew and led team from 1 to 15 engineers.

Unity Android iOS WebGL API-Driven Team 1→15
03 MORE WORK ............
space_viz.exe
Synthetic data simulator generating annotated garage scenes
PRODUCTION

Procedural Building Generator

CAD parsing pipeline interpreting architectural drawings into parametric 3D via Archimatix Pro. 500+ buildings generated. Automated WebGL previews and FBX export for VR.

UnityArchimatix CADWebGL
synth_data_sim.exe
Synthetic data simulator generating annotated garage scenes
PRODUCTION · ML

Synthetic Data Simulator

Unity-based simulator generating annotated training data for an IoT camera ML pipeline. Constrained randomization of object positions. 10M+ images with JSON metadata for detection model training.

UnityML Pipeline JSON10M+ Images
lidar_measure.app
Synthetic data simulator generating annotated garage scenes
POC → PRODUCTION

LiDAR Body Measurement

iOS app using LiDAR for 3D body measurement — ¼ inch accuracy vs physical tape. Built POC as sole engineer, then architected production and grew team to 10.

iOSLiDAR ARKit3D Scanning
howdie_pong.exe
Synthetic data simulator generating annotated garage scenes
GAME JAM · 48HRS

Howdie Pong

Ludum Dare 51 entry (theme: "Every 10 Seconds"). Single-player pong — ball speeds up on wall hits. The twist: player controls the paddle with hand gestures via webcam using Google MediaPipe in Unity.

UnityMediaPipe WebcamLD51
VIEW ON LDJAM →

★ GET IN TOUCH ★

LET'S BUILD SOMETHING.

Open to XR engineering, graphics/rendering,
and systems-level C++ roles.