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Hybrid Indirect-Direct Visual SLAM for Embedded Platforms

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A hybrid indirect-direct monocular visual SLAM system designed for embedded and resource-constrained platforms. The work focuses on efficient direct photometric tracking using OpenGL ES compute shaders to make real-time SLAM feasible on commodity GPU-equipped devices.

Bayesian Multi-Object Tracking for ADAS


I developed a Bayesian multi-object tracking module from scratch for an ADAS perception pipeline and led its integration and testing with LiDAR and radar under real operational constraints. This work focused on building a robust tracking system that could operate reliably in a real perception stack rather than as a standalone prototype.

Early VR SLAM Prototyping

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An early prototyping stage of the work that later became Mesh2SLAM in VR, a fast geometry-based SLAM framework for rapid prototyping in virtual reality applications. This project focused on building and testing the core tracking and mapping pipeline in C++ and OpenGL from the ground up.

Simulation and Training Systems


Development of VR-based simulation and training software for defense applications using real-time 3D engines. While project details are limited by NDA constraints, the work involved applied engineering for interactive and immersive training systems.

Invention: Pinch/Grab (2011–2013)

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While at Softkinetic Systems, I co-invented and helped develop the pinch/grab interaction concept for depth and RGB-D camera systems. This work was later patented and became a widely adopted interaction paradigm in VR, AR, and smart glasses.

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