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Secret Atomics creative technology and a full time job at Snap Inc. — interactive installations, AR experiences, and physical computing projects in New York City.
UX Engineering at Google Maps and Google Assistant (2018–2023): prototyping AR navigation, Area Busyness, Immersive View, and cross-platform user journey demos.
PopularSenior iOS Engineer at Homer Learning shipping educational features with UIKit and CoreAnimation, plus client app development at Noise Derived, Samsung, and more.

Applying General Tau Theory to depth-camera skeleton data — computing tau and tau-dot for joint triangles and visualizing motion perception in real-time in Unreal Engine.

Setting up TensorFlow Lite in C++ for MoveNet pose estimation: CMake integration, model loading, interpreter configuration, and extracting 17 body joint coordinates.

Retrospective on three volumetric display builds — from LED strip on a drill to Unreal Engine-driven persistence-of-vision sphere — and plans for the next iteration.

Five years building 35 end-to-end prototypes at Google Maps: Assistant geo answers, AR exploration, Area Busyness, Immersive View concepts, and Bard integration demos.

Lessons from deploying Oculus Quest environments: forward vs deferred rendering, stereo instanced rendering, GPU profiling, and optimizing draw calls for mobile VR.

Producing lights and projections for NYE 2022 at Brooklyn Burj: Arduino-driven LED installations, SpriteKit projected visuals, and DJ booth graphics for three event areas.

Streaming Unreal Engine 5 scene capture to Raspberry Pi LED panels via WiFi using a custom C++ render buffer, nDisplay, and OPC protocol for real-time LED wall output.

Setting up stereoscopic scene capture in Unreal Engine for rendering immersive YouTube VR 360° videos with high-fidelity lighting, materials, and spatial audio.

17 steps to build an Oculus Quest VR landscape: USGS heightmap import, QGIS processing, Quixel materials, hand tracking, teleportation, ocean, fog, and procedural foliage.

Diagnosing UICollectionView cell image tearing with Xcode Time Profiler, moving Parse callbacks off the main thread, and achieving smooth 60fps iOS scrolling.

Optimizing a pipeline from iOS SceneKit framebuffer to Fadecandy-driven LED matrices over WiFi, covering OPC protocol, pixel mapping, and real-time color correction.

Using depth cameras to track skeleton joints and detecting gestures through relative motion signals, Savitzky-Golay smoothing, and Euler line geometry analysis.