About

I’m a mathematics-trained systems engineer based in New York. My work includes numerical algorithms, high-performance runtimes, developer tools, and user-facing software. I work primarily in Rust and have also built production systems in C++, CUDA, and Python.

How I work

My work connects mathematical models, systems software, and the interfaces other developers use. On a 3D scanner for E4D Technologies, now Planmeca, I reworked frame ownership and CPU/GPU transfers, extended registration interfaces, and integrated a SLAM component that coordinated tracking and model updates with scanner services. Other engineers subsequently extended that component and revised the frame interfaces.

Rebuilding the calibration pipeline meant improving image measurements and pattern labels as well as examining which model parameters the observations could determine. Evaluating reconstruction exposed a consistency check that was rejecting useful corrections. Both required revisiting the model behind the code and deciding how to test the changes.

The way other people use the software matters too. I built interfaces for research and client evaluation that make the core algorithms available to other developers. For the Rust reconstruction library, that includes consistent coordinate conventions, clear buffer ownership, and failures a caller can handle. I care about what someone needs to understand to use a system, and how its design can make that easier.

What I want to work on

I’m interested in work where I can help shape the technical direction and carry it through implementation and evaluation. Scientific instruments, imaging systems, perception software, and other physical products interest me. I’m also interested in numerical software and developer tools that make complex systems easier to build and understand.

Over time, I’d like to help build and lead a small technical team.