At Hexagon, I'm building a CAD kernel from scratch in C++20, including B-rep topology, NURBS evaluation, edge-based trimming, parametric constraints, and linear algebra. I also own production Parasolid features and designed the CAD modelling API used by CAM applications for sheet and solid body operations.
I built a reusable browser-based 3D visualization SDK with TypeScript, WebAssembly, and Emscripten, tessellating B-rep and NURBS geometry for rendering and implementing octree-based picking for large CAD models. I also built a PMI-to-3D reconstruction prototype with OpenCV and OpenGL that received an internal innovation award.
Before Hexagon, I solved plant-design CAD geometry problems at Arent, including cable routing, collision detection, mesh-to-analytic conversion, and an export pipeline that reduced output size by roughly 85%. Earlier, I spent eight years building and optimizing Unity3D games for Android, iOS, PC, and web.
