JamCanvas
C++An audio & visual app for Mobile and Desktop — synthesizers, sequencers, and a node-based GLSL sandbox.
Software Engineer · Creative Technologist
I build GPU-accelerated graphics and real-time audio software — from CUDA/GLSL TouchDesigner operators and an OptiX path tracer to a full custom C++ audio engine running across desktop, Android, and iOS. I like hard real-time problems, and making them look (and sound) good.
// real-time, every frame
for (auto& p : particles) {
p.v += force(p) * dt; // GPU
p.x += p.v * dt;
}
render(scene); // GLSLI'm a self-driven software developer focused on real-time graphics and audio DSP. My work spans low-level GPU programming (CUDA, GLSL compute, OptiX ray tracing) and full application engineering — including JamCanvas, a cross-platform audiovisual app with a shared C++ core, a custom lock-free audio engine, and a GLSL render pipeline shipping on desktop, Android, and iOS.
I also build and sell a suite of TouchDesigner custom operators (C++/CUDA POPs and a GLSL SPH fluid solver). I care about clean architecture, performance budgets, and shipping polished, reliable tools.
An audio & visual app for Mobile and Desktop — synthesizers, sequencers, and a node-based GLSL sandbox.
Real-time fluid solver for TouchDesigner in GLSL + C++, giving input geometry fluid dynamics.
Custom C++ TouchDesigner plugin — a POP node that applies GPU forces to particle systems.
Personal website and project hub.
Open to software roles, freelance graphics / audio work, and collaborations.