Mar 2026
Gaussian Splatting rendering optimization for mobile AR hardware.
In 2026 i had a brief stint at Snap Inc in Santa Monica working on their graphics team. I was mostly working on the shader pipeline, and got familiar with the Lens Studio project, codebase and how they handle various graphics systems. I did not realize they they had essentially built their own game engine ! Each “lens” which most people would call “filters” (though they discourtage this word) is a self-contained scene with assets and javascript that gets evaluated and rendered on whatever device is running it.
Unfortunately about 6 weeks after starting they did some company-wide restructuring and then let me go!
Worked on optimizing 3D Gaussian Splatting renderers for the constrained GPU and thermal budgets of mobile AR hardware. This involved Vulkan and OpenGL shader compilation pipelines tuned for mobile architectures, like Spectacles.
Vulkan, OpenGL, C++, Android, Gaussian Splatting