Operating system for high-resolution, low-latency spatial computing.
Metal-based 3D engine written in C++, shipping with macOS and iOS and supporting internal projects at Apple.
Proprietary engine support for state-of-the-art human rendering research.
Custom-made game engine created by 4 programmers in 3 months in order to document the engine development process.
Icon generation tool in Frostbite to automate the lengthy icon creation process for artists.
Semester-long project focused on interplay between sound and movement in VR.
Unity Neon Challenge. Real-time environment where I developed a cloud raymarcher for a blanket smog effect.
Offline raytracing engine with primitives, lighting, refraction, and reflection.
Particle system capable of very large quantities of different particles simultaneously.
Soft-body mesh deformation within a mass mob simulation.
Shallow water simulation based on Navier-Stokes incompressible liquid flow.
Spring-based cloth simulation that can collide with objects, tear, and remain stable.
Unity tool for displaying models and images in Google VR with easy customization.
Maya shelf add-on that allows importing models using a shelf; developed for the MARUI Maya VR plugin.
Jam-O-Drum free-for-all game where four players compete to herd the most sheep.
Oculus Touch game where the guest guides a boy out of danger using hand gestures.
Apple ARKit game where the player shoves snowmen to keep them away from magician goodies.
HoloLens experience of flying a ship through a galaxy, helping a robot get dust.
Vive game where the guest helps a boy get from his bed to the bathroom.