Graphics R&D · Rendering · Systems · Open Source Tooling
I build low-level graphics libraries and developer tools around rendering, geometry, colour science, Dear ImGui, and shader-friendly APIs.
Public work around rendering, geometry, colour science, Dear ImGui, Halide, and lightweight native tooling.
I also use GitHub stars as a running research notebook for libraries, papers, graphics infrastructure, and experiments worth revisiting.
I enjoy building practical, lightweight infrastructure for graphics and technical workflows. Most of my work lives where research ideas, systems programming, and usable APIs meet.
|
|
|
Animation engine for Dear ImGui, designed to bring modern animation workflows to immediate-mode UIs with minimal integration friction. Dependency-free C11 library for creating, evaluating, sampling, traversing, and inspecting parametric curves and surfaces in 2D and 3D, with backends including C, HLSL, GLSL, and Halide. An exploration of NumPy-like workflows implemented with Halide. |
A widget-oriented extension around Dear ImGui ideas and workflows. A platform layer aimed at simplifying multiplatform development with Dear ImGui. Dependency-free colour science library in pure C11: colour space conversions, chromatic adaptation, appearance models, and spectral operations. A colour science library, not a colour management one — for ICC workflows it complements tooling such as LittleCMS. Open-source experiments around rendering, tooling, UI systems, and low-level graphics infrastructure. |
SparseHalide — hierarchical sparse data structures for Halide
A C++20 header-only library that brings Taichi-style hierarchical sparse data structures (SNode trees) to the Halide compute framework.
Define a sparse hierarchy once with a fluent builder API. SparseHalide generates the appropriate Halide Expr index chains, buffer bindings, and scatter kernels automatically — so you can focus on simulation and compute logic instead of plumbing.
Nadir — thin graphics abstraction with explicit backend selection
A thin, explicit graphics layer with build-time backend selection for DX11, DX12, and Vulkan.
The goal is to keep the abstraction surface small, predictable, and close to the underlying API.
ImDataViz — data visualization for Dear ImGui
A data visualization API for Dear ImGui that aims for a feature set close to Mathematica's data visualization framework, while staying immediate-mode and embeddable in native tooling.
to_Halide — low-level code to Halide conversion
A converter from {HLSL, x86, C, C++} to Halide, including scheduling ideas inspired by Dexter and Helium.
Focused on bridging low-level code and Halide-based optimization workflows.
Unify-Prox — unifying proximal optimization APIs in C++
A C++-only API that aims to unify the feature set and workflows explored in the ProxImaL and Delta-Prox research projects.
Falak — ethical web crawling in modern C++
An ethical web crawler written in C++20 for long-running exploration of web content with configurable bounds, polite rate limiting,
robots.txt compliance, and resumable crawling sessions.
This one is still exploratory and may or may not be released.
Secrets — ...
Lots of prototypes, early stages, R&D, ... Rendering Techniques, Image and Geometry processing, Math Solvers (Proximal, Iterative, ...), and tons of applications of Optimal Transport!.
Rendering systems
GPU-friendly abstractions
Technical UI / native tooling
Procedural geometry
Colour pipelines
Research-to-production infrastructure
Thanks for stopping by.
