Software I'm building
Tools designed to solve real problems — for Blender artists, web developers, Unity creators, and anyone who needs real surface data out of real objects.
Turns four ordinary flatbed scans into normal, lighting-free albedo, roughness, height, and alpha maps. Reconstruct one subject or multiple specimens in matched texture atlases — no camera rig, light array, or special optics.
Automatically organizes objects into collections based on their position in 3D space. Designed for large, complex scenes — supports manual zones, grid-based World Zones, exclusions, movement tracking, and fallback handling.
A custom editor for creating and preparing 3D scenes to be embedded directly into websites. Specialized tools for building, optimizing, lighting, and customizing WebGL scenes — without needing a separate workflow for each step.
A GPU-first Surface Nets terrain foundation for Unity — streaming deterministic hills and caves with seamless octree LOD transitions and asynchronously baked physics.
A mobile stereo-vision proof of concept that reconstructs live metric depth on devices that expose their wide and ultrawide camera streams concurrently.