A robotic system that takes a unique approach to recon missions. HorizonNet places small devices I call "nodes" througout the environment. This spreads sensing throuhgout the physical space and maintains persistent awareness as situations evolve.
Built a three‑wheeled go‑kart from scratch — designing it on
my computer, sourcing affordable parts with money earned from work,
cutting steel by hand, and welding the chassis together.
FIRST Robotics — Shooter Arm
Designed the entire intake‑and‑shooter arm at the front of our
competition robot using Onshape. The team then CNC‑cut the arm
plates from polycarbonate based on my design.
3D‑Printable Prosthetic Hand
Designed a snap‑together prosthetic hand actuated by tensioned
strings and rubber bands. The compliant mechanism conforms naturally
to complex object surfaces, making it more practical than a rigid grip.
GPU‑Accelerated Path Tracer
A path tracer that simulates millions of light rays — their reflections,
refractions, and color absorption — using physically based concepts like
the Fresnel reflection equations. Below is the rendering equation it
implements, alongside an output frame and a snippet of the kernel.
\[
L_o(\mathbf{x}, \omega_o) = L_e(\mathbf{x}, \omega_o) +
\int_{\Omega} f_r(\mathbf{x}, \omega_i, \omega_o)\,
L_i(\mathbf{x}, \omega_i)\,
\left|\cos(\theta_i)\right|\, d\omega_i
\]
Combines web scraping with an LLM's ability to estimate the value of a
product from the nuanced characteristics of its listing title. Using
that AI‑estimated price, the program surfaces listings priced well
below their estimated value — useful for finding products that can be
flipped for a profit.
Mandelbrot Fractal Plotter
Discovered by Benoit Mandelbrot, this fractal — defined by the deceptively
simple iteration $z_{n+1} = z_n^2 + c$ — never repeats no matter how far
you zoom (until floating‑point precision gives out). I wrote this
plotter to run in parallel on the GPU for high‑framerate exploration.
3D Modelling for Future Fest
Did paid 3D‑modelling work for Future Fest, an NFT video game,
focusing primarily on character accessories. Below: a character wearing
one of my hats, and the in‑game store featuring more characters
whose hats I designed.
Took concepts from AP Physics and turned them into interactive
simulations: a cloth solver, an N‑body gravity sim, and a particle
system using sparse‑grid collision optimization for large counts.