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  • Indian Institute of Information Technology and Management Gwalior

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Nyx128/README.md
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$ whoami → systems programmer · GPU witch · pixel pusher · C/C++ & Rust addict

LinkedIn GitHub Mail

> cat about.txt

struct Neelabhro {
    location:    "ABV-IIITM Gwalior 🇮🇳",
    degree:      "B.Tech · Math & Scientific Computing · 2024–28",
    cgpa:        8.9,
    obsessions:  ["GPU pipelines", "bare-metal systems",
                  "generative art", "game engines"],
    current:     "Wrangling GPUs with C++/Rust · one segfault at a time",
    also_into:   ["digital art", "game design", "open source"],
}

I live at the intersection of low-level systems and visual computing — writing C++ and Rust that talk directly to the GPU, profiling shaders in RenderDoc at 2 AM, and occasionally making things that look pretty on screen. I care deeply about performance, elegant abstractions, and understanding what actually happens at the hardware level.


> ls ./weapons

Domain Arsenal
Languages C++ Rust C Python Java Lua x86 ASM SQL
GPU / Graphics Vulkan OpenGL WGPU CUDA GLSL MATLAB
Profiling / Debug RenderDoc NVIDIA Nsight Valgrind GDB Sanitizers
AI / ML PyTorch HuggingFace Ollama scikit-learn SciPy
Backend FastAPI Node.js PostgreSQL MongoDB GraphQL Docker
Game Dev / Art Godot Unity Three.js SDL
Systems / Embedded Linux STM32 ESP32 Arduino Bash
Build / Tooling CMake Premake Cargo Git

> git log --oneline --graph ./highlights

* ◆ [kornia-rs]   SIMD pyramid ops → +700% throughput on 1024×896 imgs   (PR #654)
* ◆ [kornia-rs]   Bresenham line O(LT²)→O(LT), SIMD-friendly             (PR #685)
* ◆ [kornia-rs]   AprilTag algebra refactor → ~10% perf boost             (PR #711)
|
* ● [yald]        GPU compute dispatch lib in Rust/WGPU — kernel in <30 LOC
* ● [oscilloscope] STM32 + ESP32 · 500k samples/sec · custom DMA protocol
* ● [fest-flow]   Full-stack festival portal — FastAPI + PostgreSQL + REST
|
* ○ [chaiMate AI] FastAPI + PyTorch Discord bot · load-tested ~10k concurrent users

I contribute to open source because reading other people's GPU code is the closest thing to archaeology I'll ever do.

> nvidia-smi --query (what's in my head right now)

// fragment_shader.glsl
void main() {
    vec2 uv = fragCoord / resolution;
    // today's obsession:
    float signal = sin(uv.x * 42.0 + time) * noise(uv * 8.0);
    fragColor = vec4(hsv2rgb(vec3(signal, 0.9, 1.0)), 1.0);
    // tomorrow: figure out why the validation layer is yelling at me
}

> htop (activity)

GitHub Streak

Top Languages

Activity Graph

Trophies

╔══════════════════════════════════════════════════════╗
║  "The GPU doesn't care about your feelings.          ║
║   It only cares about your memory layout."           ║
╚══════════════════════════════════════════════════════╝

Currently: writing C++ at work, unsafe Rust for fun, and UB in both  ·  IIITM Gwalior, India  ·  8.9 CGPA

Pinned Loading

  1. single_file_gltf_importer single_file_gltf_importer Public

    A single cpp file gltf importer that works with glm

    C++

  2. x64-assembly-sandbox x64-assembly-sandbox Public

    Experimenting with x64 assembly with NASM to beat the compiler

    Assembly

  3. kornia-rs kornia-rs Public

    Forked from kornia/kornia-rs

    🦀 Low-level 3D Computer Vision library in Rust

    Rust

  4. yald yald Public

    A versatile, easy to use wgpu-based compute library

    Rust