Experience
2014 — Now
Menlo Park, CA, USA
Currently focused on developer efficiency and infrastructure for wearables (Ray-Ban Meta etc.) at scale, applying AI to improve developer productivity through agentic debugging, intelligent test authoring, and automated root cause analysis.
I've served as both tech lead manager and IC for cross-platform teams working on multiple languages/tech stacks (C++, Python, Rust, etc), and contributed to all levels of our software stack: ranging from firmware, to middleware, to backend.
In the past I've also contributed to areas such as mobile developer tooling, build, and product infrastructure across Facebook/Meta. Examples include:
* Cloud-based 3D rendering/testing: Virtualized a 3D/AR engine originally targeted for mobile to support OpenGL/Vulkan rendering on servers using GPU or CPU (Swiftshader). Enabled correctness testing and review of AR effects and avatars without the need for dedicated hardware, scaling to millions/day.
* Led augmented reality/wearable device developer experience and efficiency: automation, testing, CI, code coverage, test health. Improved infra reliability, test health and code coverage metrics across a org of ~5000 engineers.
* Drove build system (Buck) and source control (Mercurial) unification across Reality Labs (Oculus) and the rest of the company, unlocking tech transfer and adoption of AR, CV and other capabilities in our mobile apps under a monorepo environment.
* Led unit testing framework for firmware used by ~100 engineers in wearables and robotics teams, enabled collecting code coverage in highly constrained embedded environments
* Rearchitected and rewrote our mobile app localization pipeline for Facebook/Instagram/Messenger/etc. for improved reliability and extensibility
* Primary contributor to initial Buck (build system) bringup for iOS and driving adoption for production and internal apps across the company
* DRI for secure iOS code signing infrastructure used by the entire company
2012 — 2014
2012 — 2014
Redwood City, CA, USA
As lead engineer on both the hands-on coding and architecture level, I continued our next-generation work on the PULSE 3D (nee AdJitsu) mobile rich media platform acquired by [a•mo•bee], a global mobile advertising company backed by investors such as Sequoia, Accel, and Singapore Telecom.
The PULSE 3D technology is a hybrid of Javascript/HTML5 front-end and a native (or WebGL) 3D back-end that combines the programmability of the web with the performance and feature set of native OpenGL or DirectX 3D rendering; currently supported on iOS, Android, and WebGL platforms, and implemented using Objective C/C++/Java and Javascript/HTML.
To date, our technology has been used to power interactive 3D ads for clients such as BMW, Samsung, Autodesk, and Infiniti. To this end, I worked closely with the product management, engineering and creative teams in Silicon Valley, United Kingdom and Israel, providing technical leadership, internal training and project management.
Awarded company-wide Leadership Award, given by the CEO of Singapore Telecom, in recognition of our team's efforts.
I was also responsible for building out [a•mo•bee]'s entire Silicon Valley engineering organization and infrastructure across multiple areas, ranging from low-level rendering to creative tools to analytics and visualization.
I helped develop a patent-pending declarative programming model for rendering, shading, visual effects, GPU computation and co-owned cross-platform (Windows, Mac, Linux, iOS) rendering architecture, resource management, virtualization and general low-level performance optimization.
2008 — 2012
Palo Alto, CA US
As creator and technical lead of the AdJitsu platform, a first solution for mobile 3D and immersive advertising, I led the development on iOS, Android and WebGL/HTML5, seeing it grow from a whim to prototype to '20% project' to a brand-new business unit. Today, it is the primary revenue stream for Cooliris.
AdJitsu combines a lightweight embeddable 2-D/3-D rendering and physics engine with a simple HTML-like declarative language to bring 3D to mobile advertising, commerce, and more. I wrote or contributed to almost every engine subsystem or tool using C++, C, Objective C, OpenGL ES, GLSL, Javascript, Java, Python and/or Ruby, as well as significant parts of our build/release/QA infrastructure. I also worked with multiple partners including AOL, inMobi, etc. to support technical integration into their applications, and provided significant support for my teammates in product management, QA, recruiting, design, production, and business development.
AdJitsu was one of the finalists for the '2012 GSMA Innovation in Mobile Advertising Award' in Barcelona, and was featured by the Internet Advertising Bureau and other industry associations/publications (TechCrunch, Venture Beat, Forbes).
Leading up to AdJitsu, I was one of the primary architects behind the Cooliris Platform, AdJitsu's underlying technology and an environment allowing rapid integration of 2-D and 3-D content.
2005 — 2008
2005 — 2008
Shanghai, CN / Annecy, FR
Lead re-architecture of a existing engine for a new franchise to target the PS3; managing and mentoring a team of local engineers.
PS3-specific engine issues and support for Beowulf.
Graphics and visual effects for Splinter Cell: Double Agent on Xbox 360 and PS3; coding in C++, HLSL/Cg, and UnrealScript. Designed and implemented advanced shader-based material framework allowing artists to create complex lighting/shading models without coding; wrote both runtime and tools code; worked closely with artists and other engineers to identify requirements.
Performed low-level optimizations on particle and math code using SIMD intrinsics.
Designed curriculum and conducted training courses for new employees on engineering best practices and methodologies. Represented Ubisoft Shanghai at international conferences in the US and Europe.
Education
Stanford University
Master's Degree
Stanford University
Bachelor's Degree
Monta Vista High School