Graphics & Systems Engineer

Prateek Poudel

I build renderers and graphics systems.

The scene behind this is one of them. A path tracer running live on your GPU, not a video.

Graphics

The scene is ray traced in your browser. Auto fits most machines; lower settings are for older hardware.

Quality

Recommended

Ray traced

Compatibility

ITeacher's Archives

Research

Published work, and manuscripts under review.

  • +1.5dBPSNR
  • -17%LPIPS
  • +14%runtime cost

Wavelet-Space Representations for Neural Super-Resolution in Rendering Pipelines

Computers & Graphics, Elsevier, 2026

Real-time renderers upsample to hit a frame budget, and fine detail goes missing on the way. Moving neural super-resolution into wavelet space recovers that detail for a small, measured cost in frame time.

Led the research direction, the core implementation and the manuscript, in a four-person team under faculty supervision.

IIThe Colosseum

Projects

The trials worth standing before. Renderers, pipelines, and the tooling that keeps them honest.

Gate I

Wavelet-Space Super-Resolution

Neural super-resolution for real-time rendering

Recovers the detail a smaller frame threw away.

The framework behind the Computers & Graphics paper. It moves neural super-resolution into the wavelet domain so a renderer can upsample without losing the high-frequency detail that makes a frame read as sharp.

  • +1.5 dBPSNR
  • -17%LPIPS
  • +14%runtime
  • PyTorch
  • OpenCV
  • Unreal Engine
  • Python
Gate II

WayShade

GPU-accelerated Wayland effects library

The desktop blurs behind glass, and the processor barely wakes.

Six compositing effects written once as Halide generators and compiled ahead of time for both CPU and CUDA, then wrapped in a C ABI stable enough for a safe Rust binding.

  • 3.6 ms1080p frame
  • 11xover its CPU path
  • 110correctness tests
  • C++
  • Halide
  • CUDA
  • Rust
  • Wayland
Gate III

Boksi

Real-time voxel renderer

A world of cubes, traversed one ray at a time.

A real-time voxel renderer built on sparse voxel octrees, with a modular architecture for dynamic scenes and custom GLSL shaders.

  • C++
  • OpenGL
  • GLSL
  • Premake

Lesser halls

Lumora

Modular rendering framework

A C++20 engine with a plugin architecture over an ECS core, an API-agnostic rendering layer, and a reflection-based bridge between C++ and Lua.

  • C++20
  • bgfx
  • Lua
  • flecs

CPU Path Tracer

Interactive path tracer with material support

A multithreaded CPU path tracer with diffuse, metallic, specular and dielectric materials, editable while it renders.

  • C++
  • OpenGL
  • ImGui

Neural Network from Scratch

Custom neural network library

A neural network library written without a framework, down to SIMD-optimized matrix kernels, with a digit recognizer you can draw into in the browser.

  • C++
  • SIMD
  • CMake
  • GTest
  • Emscripten

Algorithm Visualizer

Sorting and search, animated

A desktop visualizer for sorting and search algorithms with real-time animation, custom mazes and adjustable parameters.

  • C++
  • SFML
  • CMake

QuickHire

Talent-hiring API with a hand-written ORM

A hiring API whose object-relational mapper is its own: table mapping and query generation built from scratch over PostgreSQL and SQLite.

  • Python
  • psycopg2
  • SQLite
  • Marshmallow

Wayside marks

  • Competitive ProgrammingFirst place, Yathartha-2080, Thapathali Campus
  • CrowdCashPeer-to-peer lending platform, NSU HackathonRepository
  • DataBridgesDataset aggregation and exploration, NASA Space Apps ChallengeRepository
  • Isometric PlatformerMovement-focused prototype in Unity, 2D art in a 3D scene

IIICity of Tears

Experience

Where the hours went.

  1. Nov 2025 to present

    Systems Engineer, Guardware Australia

    Encryption and file security systems

    • Working on a wrapper-based encryption system that extends the Windows file APIs for transparent file encryption.
    • Contributing to file encryption, key management and controlled access to protected resources.
    • Debugging and maintaining low-level file operations and the interactions between applications and the system.
    • C++
    • Python
    • Windows APIs
  2. Apr 2024 to Jun 2024

    Backend Intern, Agragami Tech

    Backend development and CI/CD

    • Engineered geospatial data pipelines on PostGIS for location-based services.
    • Built CI/CD pipelines across several projects with Docker Hub and GitHub Workflows, which made deployments repeatable.
    • Automated periodic database backups to Google Cloud buckets using Redis and cron.
    • Django REST
    • PostGIS
    • Docker
    • GitHub Actions

Education

  • Apr 2022 to Apr 2026

    BE in Computer Engineering

    Tribhuvan University, Thapathali Campus

Volunteering

  • Jul 2023 to Jul 2024

    Full-Stack Developer, TCIOE-EMIS Web Team

    Built the campus website with a student team under EMIS and industry mentors.

Certifications

IVGreenpath

Skills

The tools I reach for without looking.

Languages

  • C++20
  • Python
  • Rust
  • JavaScript
  • TypeScript
  • SQL
  • Lua

Graphics & GPU

  • OpenGL
  • GLSL
  • CUDA
  • Halide
  • bgfx
  • Unreal Engine
  • Path tracing

Machine learning

  • PyTorch
  • TensorFlow
  • OpenCV
  • NumPy
  • Neural super-resolution

Systems & backend

  • Windows file APIs
  • C ABI design
  • Wayland
  • SIMD
  • Multithreading
  • Django REST
  • PostgreSQL and PostGIS
  • Docker

VThe Resting Grounds

Contact

Send word, I will answer.

Graphics engineer in Kathmandu, out of Thapathali Campus since 2026. Published in Computers & Graphics on wavelet-space neural super-resolution, and currently writing low-level file encryption for Windows at Guardware. Most of my own time goes to renderers and GPU work.