Mathematician & Systems Engineer

Systems Engineer

Trained as a mathematician, I build technical systems where difficult models, real-world constraints, and software must agree. My recent work is in 3D scanning and reconstruction, but I’m at home wherever abstraction, performance, and careful engineering matter.

I work primarily in Rust; though I've built production systems in C[++], CUDA, and Python. My focus is building research-grade algorithms, performance-sensitive runtimes, and production tooling with the occasional user-facing system.

3D vision systems, from sensor to surface

A selection of work across acquisition, reconstruction, optimization, embedded devices, and the infrastructure which connects them. Client work is described at a technical, client-agnostic level.

Production scanning systems

Acquisition · Structured light · Rust

Structured-light scanner runtime

Rebuilt the acquisition pipeline for a structured-light 3D imaging system as a transport-agnostic Rust runtime — ~67 MB/s sustained, illegal state transitions caught at compile time.

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Reconstruction · SLAM · Graph optimization

Resilient graph-based reconstruction

SLAM built as graphs of direct observations end to end — no accumulated intermediate model — keeping reconstruction moving through tracking loss; trajectory error 3.16 mm → 0.76 mm, pose-graph optimization 10× faster.

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Calibration · Numerical optimization · Python/C++/CUDA

Owning the calibration engine

The solvers that turn images of a known target into the camera and pattern models everything downstream depends on — rebuilt around hand-derived analytical Jacobians, robust rejection, and bit-determinism.

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Independent work