Graphics Engineer
I am a Graphics Software Engineer with a passion for real-time rendering, GPU optimization, and high-performance visualization. With a Master’s in Computer Graphics and Game Technology from UPenn.
With experience at Intel, Pixar Animation Studio, and UPenn, I have worked on Graphics Drivers, GPU-based rendering systems, Texture-Cache systems, Games and AR/VR applications. My expertise spans OpenGL, Vulkan, GLSL, CUDA, and shader programming, pushing the boundaries of interactive and immersive graphics.
Explore my work in real-time rendering, game engines, and graphics performance optimization—where I turn pixels into seamless, high-performance experiences.
Want to know more? You can find my contact information in my resume at the top. You can also reach me on any of my social media.
Monte Carlo Path Tracer With Cuda and OpenGL.
Performance Analysis: Forward, Forward+ clustered and Deferred clustered shading schemes.
This is another project I worked on. Description will be added as per your requirements.
A mini version of the game Minecraft.
An interactive curve editor and Animation Toolkit
An interactive Forward Kinematics and Inverse Kinematics editor.
A PBR Shader that computes an approximation of the Light Transport Integral
A PBR Shader to demonstrate realistic material creation
TEI '17 Proceedings of the Eleventh International Conference on Tangible, Embedded, and Embodied Interaction
Star-Force is a mixed reality experience that recreates Star Wars-style battles using tracked ESP8266-powered lightsabers, visual effects through a see-through headset, and haptic feedback via electrical muscle stimulation.
Master of Science in Engineering(2021-2023)
Computer Graphics and Game Technology, Computer Science
Bachelor of Technology(2015-2019)
Information Technology