Aditya Tiwari
I am a low-level systems developer and graphics programmer focused on writing fast, cache-friendly, and correct code at the hardware layer.
Deeply invested in performance optimization, manual memory alignment, multi-threaded task scheduling, and SIMD design patterns. I engineer render pipelines and runtime systems from scratch without heavy framework layers.
Engineering Creed
Control over memory is control over execution speed. From optimizing CPU L1/L2 cache locality to balancing GPU branch divergence in complex fragment shaders, I value minimal abstraction layers.
Beyond systems engineering, I am a State-Level Yoga Player and District Gold Achiever, maintaining rigid structural discipline in both architectural codebases and physical mental focus.
Foundational Languages
Graphics & Accelerator APIs
Groove UI Engine
Designed and built a modular 3D game engine editor workspace from scratch. Features an advanced Entity-Component-System framework providing high cache locality during uniform iterations.
Includes an off-screen framebuffer viewport rendering loop, unified scene graph management, real-time flying runtime cameras, integrated transform gizmos, and a fast serializable command history layout for state undo/redo steps.
fireRender Flame
A real-time physically-accurate gaseous simulation loop operating under custom temperature buoyancy models. Fluid velocity paths are evaluated over geometric bounds inside shader pipelines.
Utilizes dynamic multi-layered curl noise vector fields for non-repeating turbulent flows. Renders flame shapes using algorithmic blackbody radiation maps and soft Gaussian particle depths.
Volumetric Clouds
A zero-dependency CMake rendering prototype implementing advanced light extinction and in-scattering profiles across parameterized volume density fields.
Optimizes deep ray-marching sampling loops through noise-driven jittering algorithms and spatial ray re-projection matrices, keeping compute runtime budgets bounded within interactive limits.
RelNo D1 Noise
An open-source, header-only procedural noise library generating White, Perlin, Simplex, and Pink noise profiles via vectorized execution layers.
Leverages AVX2 register scaling and data-aligned layouts to generate up to 8 noise hashes simultaneously. Achieved a verified 6x to 50x operational speedup by saturating multi-core pipelines with atomic row index task schedulers.
Planet Formation
A real-time interactive procedural solar system simulation built under severe constraints within a 15-hour overnight window during a venue power grid failure.
Features dynamic mesh calculation scripts for structural surface crusts and gravity particle cluster configurations. Earned 5th Place out of 100+ competing entries and won the "Most Inspirational Team" award.
Chief Technology Officer
Served as core full-stack system designer, architecting and provisioning the company's multi-tier production web infrastructure using Node.js, Express, and high-performance database indexing layers.
Designed and built a secure administrative internal enterprise application platform featuring optimized schema patterns to automate tracking for registrations and financial ledgers, eliminating all paper workflows.
Technical Associate
Served as on-site operations engineer and infrastructure manager for SnowHackIPEC, a large-scale 24-hour engineering hackathon challenge.
Managed high-bandwidth venue networking layouts, cluster configuration runtimes for participants, deployment environments, and oversaw automated grading platforms for evaluation panels.