About Me

I'm a fourth-year Computer Science student at Boston College driven by a passion for solving complex problems through software. I have hands-on experience in machine learning and DevOps, where I've built and monitored models in production environments and engineered core developer tools in Python. I enjoy working across the stack, from building GPU-accelerated CUDA kernels to full-stack web applications. I am currently exploring implementing 3D Gaussian Splatting from scratch using C++ and CUDA.

Skills

Python, C, C++, CUDA, Java, TypeScript, HTML, JavaScript, SQL

Education

Boston College

2022 - 2026

Bachelor of Science in Computer Science, Minor in Finance

Experience

Device Interaction (Intern)

2025 & 2024

  • Developed a LLM test-suite with custom benchmarks to validate performance in Garmin's Active Intelligence feature, directly informing which models were integrated into user-facing features
  • Trained a multi-task classification neural network that powers personalized insights in Garmin Connect, implementing an active learning strategy to optimize training on a large dataset
  • Implemented real-time monitoring for a production model using Grafana and Prometheus to identify and mitigate model drift, maintaining performance and effectiveness

Core Platform Technology (Intern)

2023 & 2022

  • Enabled data-driven license management by developing a Python tool that provided key insights into ARM Developer license usage, allowing for efficient reallocation and budget reduction
  • Migrated a core build tool from C to Python, enhancing its maintainability and extensibility for use in numerous Garmin product lines
  • Architected and implemented a formal grammar with ANTLR to parse a proprietary file format, supporting the migration of a core build system

Projects

3DGaussianSplatting

A 3D Gaussian Splatting library built in C++ and CUDA, providing a high-performance, lightweight implementation for both training and real-time rendering of photorealistic scenes.

NeuralGameEngine

Neural network approach for modeling interactive game environments using Vector Quantized Variational Auto-encoder (VQ-VAE) and Spatio-Temporal Transformers. Trained on Atari Skiing gameplay data. A detailed technical report is available in the linked repo.

PerfectRep

PerfectRep is a 3D pose estimation model tailored specifically for powerlifting analysis. It allows for precise tracking and analysis of lifter's movements to ensure perfect form and technique.

CUDAGrad

A tiny entirely unoptimized autograd engine with gpu acceleration built with CUDA and C. A small neural network library is included to trained multi-layer perceptron models with gradient descent by backpropagation.

Native Sparse Attention

Efficient CUDA implementation of "Native Sparse Attention: Hardware-Aligned and Natively Trainable Sparse Attention". This uses warp primitives and Tensor Cores for optimal performance.

EagleEval

EagleEval is a platform designed to empower Boston College students with valuable insights into teacher and class ratings. Used by 5,000+ students. Explore at eagleeval.com.

MergeSort

In place sorting of arrays using bitonic merge sort. Built using CUDA to optimize performance for GPU execution. This takes advantage of CUDA's warp shuffle operation to sort numbers in place and in register memory.

ReClip

Re-Clip is a mobile app that leverages LangChang, MoviePy, Stable Diffusion, and Swift to summarize and generate short-form video content about research papers and GitHub repos through the use of an automated AI pipeline. Built at HackHarvard 2023.

My Bookshelf