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Dariush Majidi

Dariush Majidi

Apple Platform Engineer (C++ Interop & Graphics)

Talent
HalifaxMember since July 27, 2026
C++SwiftObjective-CAppKitUIKitSwiftUIMetalCore GraphicsCore ImageXcodeXcode CloudCMakeCGALOpenCASCADESwift Package ManagerGitXCTestmigration validationInstrumentsPythonRest Api
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C++SwiftObjective-CAppKitUIKit

About

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.

Experience

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.

Education

B.Sc. in Applied Mathematics – Guilan University (2011-09 – 2015-05)

M.Sc. in Artificial Intelligence – Qom University (2016-09)

Skills

Apple Platform Engineer (C++ Interop & Graphics)

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