Apple Platform Engineer (C++ Interop & Graphics) at Vurse (2022-06 – Present)
- Ported geometry libraries from C++ for native Apple use (CDT, MCUT) by building Objective-C wrappers and distributing them as reusable Swift packages, turning low-level mesh reconstruction and boolean operations into product capabilities on macOS and iOS.
- Built a configurable real-time face tracking framework packaged as a reusable binary (custom C++ calculators, MediaPipe, XCFramework) integrated directly into Swift and SwiftUI product code at 60 FPS.
- Engineered GPU-accelerated visual effects across platforms (Metal on iOS, OpenGL ES on Android) for user-facing camera features backed by a shared rendering pipeline.
- Optimized a shared media component to render hundreds of concurrent animations while holding memory to roughly 50 to 80 MB per window (reusable Swift package, resized-frame loading), reducing prior spikes of 400 to 600 MB.
macOS/iOS Software Engineer (Graphics, C++, CAD Export) at amscan (2023-08 – Present)
Part of the amcoustics ecosystem
- Built a CAD and simulation export pipeline producing native AutoCAD DWG plus STEP, DXF, OBJ, and STL (OpenCASCADE, LibreDWG, ezdxf) with per-format unit and axis normalization so exported geometry opens directly in AutoCAD, SolidWorks, and Fusion 360.
- Engineered a native C++ geometry engine for meshing, remeshing, and validated boolean CSG operations (CGAL, Eigen3, Boost, CMake, pybind11), exposed to the app as a reusable module for mesh refinement and repair.
- Built SpaceAsset, a cross-platform 3D visualization module shipped across iOS, iPadOS, and macOS (OBJ, USDZ, point clouds) with configuration that adapts to UIKit and AppKit and supports both touch and keyboard input.
- Improved application performance and stability through memory profiling and data-model restructuring (Xcode Instruments, SwiftData), reducing a major UI hang from about 400 ms to under 70 ms and eliminating a roughly 600 MB per-scan memory leak.
- Implemented automated unit tests, UI tests, and CI across dev, staging, and production schemes (Xcode Cloud, XCTest), including migration validation and post-deploy API checks, keeping releases robust to specification and quality standards.
iOS Graphics Engineer (Metal Rendering) at Astrolabe (2018-01 – Present)
- Designed a custom Metal rendering pipeline in Swift for real-time procedural sky simulation, integrating Metal and SwiftUI cleanly within one application architecture.
- Built a real-time image-processing and export pipeline at 60 FPS on 1080p video (Core Image, Core Graphics, Metal-backed CIContext), keeping conversion on the GPU-friendly path into shareable stills.
- Bridged UIKit camera and rendering controllers into SwiftUI using a delegate-driven Coordinator pattern (UIViewControllerRepresentable), decoupling AR rendering and capture logic from the view layer.