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Overview

This repository showcases systems-focused and performance-oriented work across C++ engine architecture, GPU programming, and applied deep learning.

The projects emphasize:

  • Low-level system design
  • Parallel computation
  • Scalable data pipelines
  • Real-time performance and efficient resource management

Projects

C++ · DirectX 11 · HLSL

A real-time 3D animation engine that offloads skeletal animation and hierarchy computation entirely to the GPU using compute shaders.

Key Highlights:

  • GPU-based skeletal animation (no CPU bottleneck)
  • Multi-stage compute shader pipeline (blend → hierarchy → world matrices)
  • Explicit GPU resource management (SRV / UAV / CBV)
  • Engine architecture using manager + state patterns

C++ · SSE Intrinsics · MSVC

A collection of performance engineering assignments demonstrating low-level memory management, cache optimization, SIMD vectorization, custom heap allocators, and expression templates -- with measured speedups across all implementations.

Key Highlights:

  • Custom heap allocator with next-fit allocation, block subdivision, and bidirectional coalescing via secret pointers and bit-packed headers
  • Cache-optimized hot/cold data separation achieving 40x speedup over naive linked list traversal
  • SIMD intrinsics (SSE) for 4x4 matrix multiplication, vector-matrix products, and LERP
  • Expression template proxy objects eliminating intermediate temporaries for 2.3x speedup
  • Hybrid merge/insertion sort on linked lists (381x faster than pure insertion sort)
  • Implicit conversion prevention via private template constructor poisoning

C++17 · std::thread · std::atomic · MSVC

A multithreaded maze solver that runs two depth-first searches concurrently from opposite ends of a shared std::atomic_uint[] cell array. Achieves ~2.7× speedup over an optimized single-threaded DFS (and ~3.8× over BFS) on mazes up to 20,000 × 20,000 cells (400 million cells), with synchronization reduced to a single atomic instruction per cell visit.

Key Highlights:

  • Lock-free meet-in-the-middle detection via fetch_or -- one atomic RMW per cell visit, no mutexes or fences in the hot path
  • memory_order_relaxed synchronization throughout, leveraging algorithmic idempotence under stale reads
  • Visit bits co-located with wall data in a single std::atomic_uint -- one cache-line touch per step
  • Corridor-skipping DFS that pushes only branch points onto the choice stack, not every cell
  • Pre-reserved choice stacks (reserve(400000)) and result vectors -- zero allocator pressure inside the timed region
  • Wall-clock benchmarking with seq_cst fence brackets around QueryPerformanceCounter to prevent reordering bias

Python · TensorFlow

A multimodal deep learning pipeline combining CNN encoders and attention-based sequence decoders to generate image captions.

Key Highlights:

  • CNN + RNN (LSTM) with attention mechanism
  • End-to-end training and evaluation pipeline
  • Techniques for improving generalization and stability
  • Handling vanishing gradients and overfitting

C++ · DirectX 11 · HLSL

A custom real-time 3D rendering engine built from scratch, demonstrating low-level GPU pipeline programming, shader architecture, advanced lighting models, and procedural terrain generation.

Key Highlights:

  • Full D3D11 pipeline initialization (device, swap chain, rasterizer state, depth-stencil)
  • Shader compilation and management with an object-oriented hierarchy
  • Phong lighting system with directional, point, and spot lights, fog, and materials
  • Heightmap-based terrain generation with per-vertex smooth normal averaging
  • Custom perspective camera with OpenGL-to-DirectX NDC conversion
  • GPU resource lifecycle management (constant buffers, vertex/index buffers, COM cleanup)

Core Competencies Demonstrated

  • Systems Engineering Modular architecture, memory/resource management, pipeline orchestration

  • High-Performance Computing GPU compute shaders, multistage dispatch, data-parallel workloads, SIMD vectorization

  • Graphics & Rendering Shader programming, 3D lighting models, GPU pipeline configuration, procedural geometry

  • Performance Engineering Cache optimization, custom allocators, expression templates, algorithm tuning with measured results

  • Machine Learning Deep learning architectures, training workflows, model optimization


Relevant Coursework

Core Computer Science

  • CSC 400 — Discrete Structures for CS
  • CSC 402 / 403 — Data Structures I & II
  • CSC 406 / 407 — Systems I & II

Systems & Performance

  • CSC 461 — Optimized C++
  • CSC 562 — Optimized C++ Multithreading
  • CSC 588 — Real-Time Multithreaded Architecture
  • SE 456 — Architecture of Real-Time Systems
  • CSC 486 — Real-Time Networking (In Progress)

Graphics & Game Engine Development

  • GAM 425 — Applied 3D Geometry
  • GAM 470 — Rendering / Graphics Programming
  • GAM 475 / 575 — Real-Time Software Development I, II, & III
  • GAM 576 — GPU Architecture

Machine Learning & Parallel Computing

  • CSC 483 — Applied Deep Learning
  • CSC 467 — CUDA Development (In Progress)

Independent Study

  • Game Physics Project

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A showcase of my course work and personal coding projects.

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