About Me!

I am a PhD student primarily advised by Adrian Sampson. Once upon a time, I worked in the hardware industry where for four years, I developed very early-stage pre-silicon software models of architectural features for graphics and machine learning. Through a combination of debugging and performance optimization work, I also improved the simulator's ability to run the latest full DX12 applications. Before then, I had the fortune of being advised as an undergrad by Kayvon Fatahalian while working on (bad) automated optimizations for the image-processing language Halide. I also briefly interned at a fruit company where I worked on the Metal Shading Language frontend compiler writing a (bad) validator for its intermediate representation. Before undergrad, I was a hobbyist game designer and (bad) artist that accidentally entered the world of computer graphics due to the trap of deciding to make my own tools and game engine. As a hobby, I still occasionally model 3D environments, compose music, and build custom tools for the former with occasional relapses into writing real-time renderers to stay up to date.

I am interested in the approximation (and dually, but lesser: learning) of programmatic representations of geometry (and dually, but lesser: the geometric representation of programs) to build better workflows for artists in 3D rendering and simulation.

Teaching Assistantship

I have also had the joy of mentoring several interns and undergrads across my professional and graduate experience.

Collaborators (listed reverse chronologically)