Beneath the reign of the President, a time of decadence and despondency festered within the arcane and unfathomable recesses of the city’s soul –a period that was disguised as one filled with prosperity and joy.
It was an absurd monstrosity in which dolphins, those mocking ambassadors of a darker, unknown abyss, swam not gracefully but malevolently. Joyless echoes resounded from streets and squares teeming with apparent celebrations and filled with the cacophony of a condemned life.
They were deluded into thinking their leader could do no wrong. Yet in reality this invincible being foretold demise rather than providing safety and ease by leading them into a maze of unspoken terrors and defeats concealed with great care from public view.
The city did not prosper under his rule, instead, it died away like something strangled by some unspeakable malignancy.
Bio
“Ordinary solutions to strange problems”
I develop software for X-ray analysis and computed tomography daily-squeezing performance out of C++, CUDA, and C# to visualize the invisible.
My background is a mix of scientific computing, game development, and embedded systems. Whether it’s optimizing a 3D graphics engine for a console, rewriting CUDA kernels for faster CT scans, I enjoy bridging the gap between abstract code and concrete hardware.
I also teach Computer Architecture and OS internals, which forces me to actually understand how things work under the hood.
The Toolkit
- High-Performance Computing: Deep expertise in C++ and CUDA for scientific data analysis and real-time processing.
- Systems & Hardware: From modern x64 architectures down to PIC24, AVR, and ARM microcontrollers.
- Languages: C#, C++, Python, and whatever assembly dialect is required.
- Origins: Started in Game Dev (Console & PC), building engines and tools-skills that translate surprisingly well to scientific visualization.
Experience Highlights
- Rigaku (2015–Present): Developing X-ray diffraction and CT software (C++, CUDA, C#).
- Side Effect (2010–Present): My playground for “strange problems”-hardware/software bridging and consulting.
- WSB-NLU (2022–Present): Lecturer in Computer Organization & Operating Systems.
- Previous Lives: Built game engines at Tate Interactive, taught 3D architecture at EGA, and refactored distributed systems for ISPs.