America/New_York

Vulkan | Ray Tracing | Real-Time Rendering

Graphics Software Engineer

I'm Johnny, a graphics software engineer specializing in Vulkan and real-time rendering. I combine deep technical expertise in graphics APIs with a passion for competitive gaming and pushing the limits of what real-time graphics can do.

New HampshireOregon State University3.98 GPA

Projects

OpenGL/OpenCL Particle System
|C++, OpenGL 4.1, OpenCL 1.2, GLFW, GLAD, ImGui, CMake

Jan 2026 – Mar 2026

OpenGL/OpenCL Particle System screenshot 1
  • Architected a GPU-accelerated particle simulation using OpenGL/OpenCL interop, sharing VBO memory directly across compute and graphics pipelines to eliminate CPU-GPU data transfers.
  • Migrated a legacy GLUT/GLEW/GLUI codebase to GLFW, GLAD, and ImGui, achieving full cross-platform support across Windows, macOS (core profile), and Linux.
  • Implemented OpenCL compute kernels to fully parallelize particle physics on the GPU, including velocity integration, gravity simulation, and sphere collision response.
  • Targeted OpenGL 4.1 core and OpenCL 1.2 to maximize hardware compatibility across all three platforms, including Apple Silicon and legacy GPUs.
  • Authored technical documentation adopted as a final portfolio project for Oregon State University's Parallel Programming course.
6S Auditing App
|Vite, React, PHP, SQL

Jun 2025 – Aug 2025

6S Auditing App screenshot 1
  • Delivered a full-stack auditing system with authentication, admin controls, and a cross-division KPI dashboard for department, company, and sister-site visibility.
  • Integrated data prefill from prior audits and linked records to minimize input, with autosave, validation, and image upload/cropping for streamlined reviews.
  • Enabled scheduling of future audits with automatic reminders and workflows optimized for first-time users.
  • Formulated a responsive design to ensure full functionality and ease of use on both desktop and mobile.
ULX-Reverse: Mouse Configuration Tool
|Rust, libusb, Wireshark

Aug 2024 – Sep 2024

  • Reverse engineered proprietary mouse firmware through USB protocol analysis using Wireshark.
  • Developed a cross-platform CLI application using Rust and libusb, achieving full functionality in 300KB.
  • Enhanced functionality by implementing custom DPI profiles with shareable configuration codes.
  • Designed a platform-agnostic solution compatible with Windows, MacOS, and Linux operating systems.
BigShell: POSIX-like Shell Implementation
|C, Unix Process API, Linux

Mar 2024 – May 2024

  • Developed a POSIX-like shell program, demonstrating proficiency in low-level systems programming.
  • Implemented process management using Unix API, including forking, job control, and signal handling.
  • Designed I/O redirection and command pipelines, applying OS and memory management concepts.
  • Created custom shell utilities with dynamic variable expansion.
Full-Stack SPA with NEON Database
|Next.js, React.js, Node.js, TypeScript, shadcn

Jan 2024 – Mar 2024

Full-Stack SPA with NEON Database screenshot 1
  • Led the development of a full-stack application utilizing NEON serverless database and Next.js.
  • Collaborated with a teammate to design the database schema for efficient data storage and retrieval.
  • Integrated CRUD methods for managing player and team information, along with automatic calculations.
  • Leveraged Next.js for server-side rendering and performant database access via Vercel Edge Functions.
Mouse Fix Program
|C++, Qt 6 Widgets, Windows.h

Jan 2024

Mouse Fix Program screenshot 1
  • Built a Mouse Fix Program that reduced mouse input lag by 20% and improved movement consistency.
  • Designed a registry editor with extensive error handling, simplifying advanced mouse customizations.
  • Constructed a modern Qt 6 interface and easy-to-reverse customizations.
  • Incorporated object-oriented principles to ensure modularity, scalability, and maintainability.
In Progress
Vulkan Game Engine
Coming Soon
  • Designing a custom game engine built on the Vulkan graphics API for high-performance real-time rendering.
OpenGL/OpenCL Particle System
Coming Soon
  • Building a GPU-accelerated particle system using OpenGL for rendering and OpenCL for compute.