CS undergraduate at IIT Delhi. I build low-latency systems in C++ — CPU simulators, storage engines, trading tooling — and occasionally teach machines to see logs and hear voices.
I'm a junior in Computer Science at IIT Delhi. My favorite problems live close to the metal: out-of-order pipelines, LSM-tree storage engines, and code where a 5-hour runtime becomes 5 seconds because someone cared. I compete on Codeforces as garfield and spend the rest of my time on ML pipelines and agentic systems.
Off the clock I curate problemsets for IIT Delhi's Algorithms and Coding Club and build game platforms for the Indian Game Theory Society.
hover a card to summon its partner
CPU simulator with Tomasulo register renaming, ROB commit, and CDB hazard resolution.
2-bit branch prediction, load/store disambiguation, and precise-exception rollback on mispredict.
Polymorphic shape model with RAII single ownership and deep-copy undo/redo snapshots.
Quadtree spatial index brings cursor hit-testing to logarithmic time during drag/resize.
CV pipeline: YOLO cropping, K-means segmentation, Sobel-Hough transform for log diameter counts.
Analytic circle-circle IoU for NMS of overlapping detections, plus texture-centroid refinement.
Estimated missing implied vols in sparse option data via strike-matched nearest rows.
C++ KNN rewrite cut runtime 5h → 5s; spline + Savitzky-Golay smile beat SVI and XGBoost on RMSE.
Voice-assisted desktop agent: Faster-whisper STT plans verifiable multi-step tasks with retry/rollback.
OmniParser vision agent maps screen elements to coordinates; DPI-aware zero-copy capture + injection.
Jira-style tracker with Prisma/PostgreSQL, JWT-session auth, and project-level RBAC guards.
Kanban as a workflow transition graph with WIP limits, WebSocket real-time sync, activity timelines.
Extended Google's LSM-tree engine with range Scan and DeleteRange over memtable + SSTable iterators.
ForceFullCompaction primitive merges all levels into one, reclaiming space from deleted keys.
Verilog arcade game on a Basys FPGA driving VGA with ROM-based sprites and a scrolling road.
LFSR random rival spawning, real-time collision detection, and a hardware finite state machine.