Graphics & Systems Engineer
Building rendering engines, developer tools, and high-performance applications from the ground up.
I specialize in graphics programming, engine architecture, and technical software. My work spans low-level rendering APIs, real-time simulation, GUI frameworks, and production engineering tools.
Physically based rendering, deferred and forward pipelines, modern rendering techniques, and GPU-driven workflows.
Portable C and C++ systems with modular APIs, hot reload, fast compilation, and no external dependencies.
High-performance desktop applications, Python tooling, engineering automation, visualization, and user-focused developer experiences.
A selection of graphics, systems, GUI, and engineering software projects.
2026
An experimental implementation of a physically based planetary atmosphere renderer. Based on Sébastien Hillaire's A Scalable and Production Ready Sky and Atmosphere Rendering Technique.
2026
A terrain extension for NASA's DcApp library. This is a double-precision, chunked LOD terrain system for rendering extremely large environments. Terrain regions are dynamically subdivided based on camera distance, preserving positional accuracy at planetary scales while keeping geometry, memory usage, and rendering costs manageable.
2021–Present
Creator and lead developer of Pilot Light, a lightweight real-time application framework for building native tools, graphics experiments, prototypes, and small engine-style applications with minimal dependencies.
2023
A deferred renderer built on Pilot Light's low-level graphics API for use in an AR mirror project. Features include PBR materials, image-based lighting, cascaded shadows, environment probes, and GPU resource management across Vulkan and Metal.
2022–2023
Primary developer of NASA's STAR Graphics Engine, designed to support high-performance, low-power graphics applications for space missions and a wide range of hardware form factors.
2019–Present
Creator and maintainer of a fast, GPU-accelerated Python GUI framework built on Dear ImGui. The project provides a Python-friendly API for tools, dashboards, scientific applications, and interactive visualizations.
2020
A hardware-accelerated virtual inspection system for threaded connections, built to improve repeatability and accelerate technical inspection workflows.
2021
A compact physically based renderer created as a focused test bed for asset importing, material handling, and real-time rendering experiments.
2018
A compact DirectX 12 renderer developed to explore explicit graphics APIs, rendering architecture, and low-level GPU resource management.
2018
A permutation-based solver for exploring and evaluating threaded connection designs, reducing repetitive manual analysis during early design work.
2019
A thread measurement application designed to streamline dimensional inspection, calculation, and reporting workflows.
2019
A platform for creating and distributing small engineering applications. Includes theming and a built-in IDE.
2018
A API RP 5C5 2017 tool for calculating load schedules
2017
A collection of internal desktop applications for load schedules, production string assembly, mechanical design support, and other specialized engineering workflows.
2017
A production string assembly tool (prototype).
2020
An improved upset connection for use in the oilfield having an external upset integral connection improving on the existing standard connections, wherein a standard upset connection is expanded creating internal and external shoulders at both the male and female connections, and wherein the external shoulder at the female connection also has an external bevel.