About
I'm a simulation and XR engineer who builds real-time 3D systems where data, physics, and perception meet. At the University of Waterloo's CVISS Lab I develop XR systems that stream live ROS data into 3D environments for scientific and spatial visualization, with strict correctness and performance validation.
My background spans Unity and Unreal (C#), real-time sensor and heatmap visualization, hand- and gesture-tracking, computer vision, and ML pipelines — plus the full-stack and cloud work needed to ship these systems end to end. I'm focused on robotics simulation: digital twins, sim-to-real workflows, and the tooling that lets engineers see and trust what a robot perceives.
What I Work On
Robotics & ROS
Streaming real-time ROS data into 3D scenes, validating mapping consistency, and building visualization tooling for spatial data.
Simulation & Digital Twins
Physics-driven, multiplayer-synced 3D environments in Unity/Unreal with profiling and correctness validation at scale.
Perception & ML
Computer vision, sensor fusion, heatmaps, and ML pipelines (hand pose, EEG, image processing) feeding interactive systems.
Projects
Video demos on each card. (Replace the demo links with your YouTube URLs — search the HTML for YOUTUBE_URL.)
ROS-Integrated XR Visualization
Unity-based XR system streaming real-time ROS data into 3D scenes for scientific and spatial visualization. Validated mapping consistency via integration testing; profiled CPU/GPU/memory on large scenes. (CVISS Lab, U. Waterloo)
Real-Time Sensor Twin (2000-Sensor Body Map)
ML + image-processing pipeline driving a real-time heatmap visualization of the human body across 2,000 sensors in Unity, integrated with a .NET backend over sockets. Validated correctness and edge cases. (XSENSOR, Medical Tech)
Quest 3 Multiplayer VR Simulation
Multiplayer VR simulation on Quest 3 using Photon PUN and Meta SDK. Built interaction systems, physics-based object logic, gesture-driven 3D UI, and developer tooling. Debugged multiplayer desync/authority through systematic root-cause analysis. (BMad)
EEG-Based Decision Prediction in VR
MSc research: an ML pipeline predicting human decisions in VR from EEG signals, plus VR memory-optimization techniques for Quest 2. Hand- and gesture-recognition built and validated in Unity.
3D Inspection & Reporting System
Unity Android app for 3D report generation with a Google Cloud backend and an OpenCV+ML barcode scanner. Inspection tooling deployed for SAQ and IKEA warehouses; improved report-generation efficiency ~4×. (Optim Structure)
GenAI Platform (Sibnik AI)
End-to-end AI platform — web, iOS, admin dashboards, chatbot, RAG. Scalable Cloudflare Workers backend for asset ingestion and multi-tenant APIs; embeddings and semantic search; shipped to the App Store with CI/CD.
Professional Experience
Research Assistant — XR / Scientific Visualization
University of Waterloo, CVISS Lab — Waterloo, Canada
Developing Unity-based XR systems for scientific and spatial data visualization with strict correctness and performance validation. Integrating real-time ROS data streams into 3D environments and verifying mapping consistency via integration testing. Profiling CPU/GPU/memory on large-scale scenes and validating fixes.
Unity VR Developer
BMad Technology Inc. — Montreal, Canada
Developed and owned quality of a Quest 3 multiplayer VR simulation using Photon PUN, Meta SDK, Firebase, and MongoDB. Built interaction systems, developer tooling, and SDK-migration utilities. Debugged multiplayer desync, authority, and timing through systematic root-cause analysis. Maintained CI/CD (GitHub Actions) and optimized runtime performance with the Unity Profiler.
Full-Stack Developer — AI Platform
Sibnik AI — Montreal, Canada
Designed and delivered an AI-powered platform (web, iOS, admin dashboards, chatbot, RAG). Built a scalable Cloudflare Workers backend for asset ingestion, AI processing, and multi-tenant APIs. Implemented embeddings and semantic search; deployed to the App Store with test/production environments and automation for catalog management and analytics.
3D Software Developer (Medical Tech)
XSENSOR Technology Corp. — Calgary, Canada
Built real-time ML-driven heatmap and sensor visualizations in Unity with correctness validation. Developed large-scale 3D visualization tools (2,000 sensors) and tested stability and edge cases. Integrated Unity systems with .NET applications and ran cross-boundary integration testing. Worked with inverse kinematics, HLSL shaders, and sockets.
AR Full-Stack Developer
Blizza Brands Inc. — Toronto, Canada
Developed AR experiences and validated tracking, animation, and cross-device behavior. Built a role-based asset-management platform (Next.js + Strapi) with regression-tested API/UI flows. Delivered 3D WebGL product showcases and managed TestFlight releases with defect reproduction and verification.
Unity Developer — Full Stack
Optim Structure Inc. — Montreal, Canada
Built Unity Android inspection and reporting apps with verified cloud-sync accuracy. Implemented ML-based barcode scanning and improved reliability via field testing. Built dashboards and WebGL tools with regression-tested API workflows; improved report-generation efficiency ~4×.
Research VR Developer (MSc)
Bishop's University — Sherbrooke, Canada
MSc research on VR memory optimization (Quest 2) and EEG-based ML pipelines for human decision prediction in VR. Implemented and validated hand- and gesture-recognition in Unity.
Software & Research Developer
Multiple Organizations — Tehran, Iran
Backend, fintech, and real-time systems (Node.js, Python, Redis, MongoDB, RabbitMQ, WebSockets). Aerospace and image-processing research (CFD, OpenCV, ML, cross-correlation) with validated numerical outputs. Built Android, Electron, and Unity applications for visualization and lab tooling.
Skills & Technologies
Robotics & Simulation
3D / XR Engines
AI & Computer Vision
Engineering & Cloud
Publications
Brain Volume Predicts Skewed Locomotor Output and Lower Temporal Regularity
Submitted, 2025
Motion Gesture Detection for AR/VR using ML
In Review, 2024
Education
MSc, Computer Science
Bishop's University — Sherbrooke, Canada
Thesis: Sculpting in VR with human hands and memory optimization in Unity (Quest 2).
Research: EEG-based human decision prediction in VR using ML pipelines.
BSc & MSc, Aerospace Engineering
AmirKabir University of Technology (Tehran Polytechnic) — Tehran, Iran
Focus: Image processing, CFD, computer vision, finite element methods, numerical methods.
Awards & Recognition
Epic Games Unreal Fellowship
Selected participant (North America), 2024
Epic GamesGameLab Technovation Jam
3rd Place, 2024
TechnovationAUT GameCraft
5th Place, 2024
AUTGet in Touch
Open to robotics simulation, XR, and 3D engineering roles. The fastest way to reach me: