I’m a Senior Research Scientist in the High Fidelity Physics group at NVIDIA. Before joining NVIDIA, I did my PhD in Computer Science at Carnegie Mellon University, advised by Keenan Crane. I’m broadly interested in developing new algorithms at the intersection of geometry processing, simulation and rendering. My current research explores how core problems in PDE-based geometric computing can be efficiently and reliably solved via grid-free Monte Carlo methods without any volumetric mesh generation, taking inspiration from algorithms for photorealistic rendering. Checkout my PhD thesis for further details.
I’ve been fortunate to receive Best Paper and Dissertation awards at SIGGRAPH and CMU (2022, 2024, 2025), well as an Nvidia Graduate Fellowship for work on Monte Carlo PDE solvers. I’ve also received the Symposium on Geometry Processing best software award for the Boundary First Flattening application to quickly and robustly generate UV maps.