Rebuilt a WebGL Virtual Try-On SDK from scratch. Performance went from 10 FPS to 30+ on low-end devices and 60+ on high-end. Flexible architecture for quick SKU creation and deployment. Led client launches including a high-traffic Zepto x Holi collab.
Owned development and full release cycle of Shutter, a lightweight cross-platform C++ graphics SDK built on OpenGL and Metal. It powers ShareChat's Motion Video, Video Editor, and Camera. Built the FaceAR filter pipeline, Face3D overlay, Facemask, FaceMorph, and Image/Video overlays, along with tooling for designers to author effects directly.
Novel real-time depth compression algorithm for cloud VR reprojection on a phone-HMD split architecture, reducing judder and improving visual quality. Drove the full pipeline from literature survey to implementation and validation.
Synthetic Data Generation: Built a pipeline in Blender + Python producing 15+ TB dataset for training for a temporal/spatial light estimation model. Camera pose, light settings, and scene params in; stereo and panoramic images with depth buffer out.
Where it started. Built multiplayer VR simulations covering VR interactions, custom components, inverse kinematics, game AI, UI and audio systems, networking, and packaging.