
Three.js Gaussian Splats
Native Gaussian splat loading and rendering for Three.js, including WebGPU sorting, SPZ support, and spherical harmonics.
Projects I have worked on and am proud of, collected as a quick overview across 3D graphics, startups, open standards, developer tools, and AI.

Native Gaussian splat loading and rendering for Three.js, including WebGPU sorting, SPZ support, and spherical harmonics.
Pixel-matched MaterialX support work spanning a fidelity suite, Three.js shader fixes, and Blender graph import.

A small type-safe GA4 integration for TanStack Router and TanStack Start with automatic page view tracking.

A pure TypeScript Zstandard compression implementation with a library, CLI, dictionary training, and interop tests.
Behavior graph work that helped turn production 3D interaction needs into the KHR_interactivity glTF standard.

A 3D product visualization platform built around open standards, AI lifestyle imagery, and a single source of 3D truth.

An open source agentic coding assistant and framework for exploring autonomous software development workflows.

A community data project that reports real-world WebGL, WebGL2, WebGPU, browser, adapter, and shader feature support.
An early proposal for adding physically based rendering maps and parameters to the classic Wavefront MTL format.

Enterprise 3D product visualization work that grew from Clara.io customer demand into a company that raised $65M.

A collaborative web-based 3D editor that brought desktop-style DCC workflows into the browser.

A 3D software company building visual effects plugins and tools for 3ds Max, Maya, Softimage, and Cinema 4D.

Fluid simulation tools and research used across Hollywood VFX work, including smoke, liquids, level sets, and vortex solvers.
The original point and particle renderer that grew from a film production need into a major VFX production tool.

A render farm manager that began as a distributed fluid simulation scheduler and became widely used in VFX.

Real-time software rendering before GPUs, built with fixed-point math, palette tricks, Phong lighting, and x86 assembly.