
Vulkan Voxel Engine
2026Vulkan 1.3 voxel terrain renderer with OpenXR stereo rendering and multithreaded procedural generation.
- C++23
- Vulkan
- OpenXR
- GLSL
- +4
Seattle, WA
Ten years across CAD/CAM, XR, and rendering. Most of my best work has been measurement infrastructure: the head tracking latency tooling on HoloLens 2 and IVAS, GPU compute that made cutback surface manipulation real-time in a production CAD pipeline, and trace instrumentation that caught two async tasks quietly sharing one worker thread — contention nothing but tooling would have found.
Vulkan, OpenGL, and OpenXR. Renderers, shader tooling, stereo XR pipelines, and the geometry math underneath them — quaternion camera systems, projection, mesh processing.
Instrumenting systems that can't be conventionally debugged, then optimizing from captured timelines instead of intuition. Latency tooling, Chrome-trace analysis, GPU compute.
Eight years shipping CAD/CAM software where geometry errors become physical defects, plus tech lead and mentoring work on a team that had to keep delivering.

Vulkan 1.3 voxel terrain renderer with OpenXR stereo rendering and multithreaded procedural generation.

Client-server evolutionary cellular automaton, optimized from captured Chrome traces rather than guesswork.

Monte Carlo path tracer solving the rendering equation on the GPU, applied to 3D fractal geometry.

Reusable Vulkan engine library — a Vulkan RAII layer, an engine layer, and a standalone ECS.

Real-time GLSL shader viewer with hot reload, stereo XR rendering, and depth-buffer compositing.

Renders 3D meshes as wireframe SVG with hidden edge elimination, built for pen plotters.
Microsoft Corporation (contract through TEKsystems) · Redmond, Washington
E4D Technologies, LLC · Richardson, Texas