Sushant Ojal is an AR/VR software engineer with nine years of experience specializing in 3D graphics, rendering, and immersive systems, currently building AR/VR at Apple out of Mountain View. He is proficient with OpenGL/GLES, Unity, and has contributed significant features and performance improvements to the open-source GearVRf framework—adding billboard controls, depth-mask APIs, and Vulkan pipeline optimizations. His background spans end-to-end VR work at Samsung (including GearVRf demos and Android integration) and a strong academic foundation with a CS master’s from Stony Brook and a bachelor’s from IIT Roorkee. Comfortable at the intersection of graphics, computer vision, and ML, he brings both low-level rendering expertise and practical product-focused engineering to complex immersive experiences.
9 years of coding experience
4 years of employment as a software developer
Indian Institute of Technology Roorkee
Master’s Degree, Computer Science, GPA: 3.80/ 4, Master’s Degree, Computer Science, GPA: 3.80/ 4 at Stony Brook University
Contributions:14 commits, 8 PRs, 10 comments in 1 year 1 month
Contributions summary:Sushant made several changes to the `gearvrf-demos` repository, specifically in the context of GearVRf demo apps. Their commits involved modifying code related to the `GVRMain` class, which is the main class for GearVRf applications. They also modified Android project files such as Activity and Main.java files. These changes suggest they focused on integrating the GearVRf framework with existing Android applications and refining VR experience functionalities.
The GearVR framework(GearVRf) is an Open Source VR rendering library for application development on VR-supported Android devices.
Role in this project:
Full-stack Developer
Contributions:22 commits, 27 PRs, 47 comments in 1 year 1 month
Contributions summary:Sushant implemented new features and made improvements to the GearVRf framework, specifically adding a GVRBillboard component, which makes a scene object face the camera. They expanded the billboard feature to include custom up vectors. Furthermore, they added APIs to enable/disable the depth mask and modified the Vulkan rendering pipeline to improve performance. The user also addressed monoscopic rendering and made fixes to the particle system extension.
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