M

Musawir Shah

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Co-Founder and CTO
Mountain View, California, United States

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Résumé


Jobs verified_user 0% verified
  • Jerry
    Co-Founder and CTO
    Jerry
    Apr 2017 - Current (9 years 1 month)
    Building the must-have car ownership app. - YCombinator S17; launched 2019. - Technology stack: Typescript, NodeJS, React, React Native, GraphQL, Serverless.
  • BrightEdge
    Principal Engineer
    BrightEdge
    Jan 2017 - Apr 2017 (4 months)
    - Lead product side development of BrightEdge platform. - Formalize front-end development workflow. - Provide mentorship and support to front-end engineers in the R&D team. - Help with architectural decision making and advise on processes. - Technology stack: Python, Django, MySQL, Javascript (ES6), React, Redux, Webpack, D3.
  • Y
    Vice President, Engineering
    YourMechaniccom
    Dec 2014 - Dec 2016 (2 years 1 month)
    - Responsible for product (consumer facing) research and development. - Establishing and maintaining software architecture for scalability and rapid iteration. - Evaluation and adoption strategy for technology stack. - Providing mentorship and support to product team of engineers and UI/UX designers. - Part of the executive team, involved in various company processes: planning company direction, interviewing director level and higher positions in the company, fund raising, etc. - Highlighted projects: * Implemented new version of booking funnel in ReactJS. * Implemented workflow and wrote support utilities for server side rendering of React components in a Ruby on Rails environment, working in conjunction with the Rails asset pipeline.
  • Y
    Senior Software Engineer
    YourMechaniccom
    May 2012 - Dec 2016 (4 years 8 months)
    - Recruited as Employee No. 1 by company's co-founders. Co-founder/CTO was my manager at NVIDIA. - Built up entire codebase along with CTO as a two-person tech team. - Highlighted projects: * Fully designed and implemented an in-house CRM/Appointment management system for service agents. * Built automated parts ordering system via low level (raw TCP sockets) integration with part vendor backends. * Complete design and implementation of YourMechanic iOS consumer app, working with one designer. App was featured in Apple App Store. * Implemented Search Engine Optimized (SEO) content pages, increasing organic traffic from about 100k unique monthly visitors to 1 million in a span of few months. - Technology stack: Ruby on Rails, Coffeesc
  • NVIDIA
    Sr. Software Engineer - Tegra
    NVIDIA
    Feb 2011 - May 2012 (1 year 4 months)
    - Systems software development for Android platform. - Primarily focused on improving user experience of graphics-heavy applications, mainly web browsing and related technologies. - Work closely with partners in development collaboration and performance advisory role. - Authored GL_NV_texture_compresion extension for the Tegra platform for improved Adobe Flash performance. - Implementation of WebGL bindings for Tegra on Android ICS. - Technology stack: C/C++, Java, Android NDK, OpenGL, WebGL, WebKit (Android browser).
  • NVIDIA
    Senior Software Engineer
    NVIDIA
    Feb 2008 - Feb 2011 (3 years 1 month)
    - Part of code dev team supporting DirectX 9 and 10 device drivers. - Implementation of DirectX 11 Compute on DirectX 10 class (down-level) hardware for general purpose computing on GPU. - Implementation of HDMI 3D (stereo) in DirectX 10 driver. - Optimization of DirectX 10 driver memory footprint and Direct3D device creation time to facilitate new Direct2D API, working closely with Microsoft engineering team. - Extensive research and development on GPU accelerated 2D vector rendering. Work was part of collaboration efforts with Microsoft Direct2D, Adobe Flash, and was consolidated into the larger nv_path_rendering framework headed by the OpenGL group at NVIDIA. - Technology stack: C/C++, Direct3D, Direct2D, HLSL.
  • University of Central Florida
    Graduate Teaching Associate
    University of Central Florida
    Aug 2007 - Dec 2007 (5 months)
    Full instructor for undergraduate (senior level) graphics class - CAP4720
  • University of Central Florida
    Graduate Research Associate
    University of Central Florida
    Jan 2004 - Dec 2007 (4 years)
    Real-time realistic rendering research
  • P
    Web App Developer
    PCMAC
    Jan 2002 - Dec 2003 (2 years)
    Develop a web portal for school teachers to interact with students and their parents.
  • El Paso Energy
    Windows 2000 Deployment Intern
    El Paso Energy
    Jan 2000 - Dec 2000 (1 year)
    Deploy Windows 2000 on employee workstations. Included performing hardware upgrades, configuring corporate software, and troubleshooting various IT related issues.
Education verified_user 0% verified
  • Y Combinator
    Y Combinator
    Y Combinator
    Jan 2017 - Dec 2017 (1 year)
    Founding Jerry, Inc.
  • University of Central Florida
    PhD, Computer Science
    University of Central Florida
    Jan 2004 - Dec 2007 (4 years)
Projects (professional or personal) verified_user 0% verified
  • Y
    YourMechanic Mobile
    May 2013 - Current (13 years)
    We're building a must-have app for all car owners. The current version allows you to see detailed information about your car, diagnose problems, check manufacturer maintenance schedules, get repair estimates for a variety of services, and book appointments with highly rated, certified mechanics.
Publications verified_user 0% verified
  • I
    Image-Space Subsurface Scattering for Interactive Rendering of Deformable Translucent Objects
    IEEE Computer Graphics and Applications
    Jan 2009
    The authors present an algorithm for real-time realistic rendering of translucent materials such as marble, wax, and milk. Their method captures subsurface scattering effects while maintaining interactive frame rates. The main idea of this work is that it employs the dipole diffusion model with a splatting approach to evaluate the integral over the surface area for computing illumination due to multiple scattering.
  • J
    Faster Relief Mapping using the Secant Method
    Journal of Graphics GPU and Game Tool
    Jan 2007
    Relief mapping using the secant method offers an efficient method for adding per pixel height field based displacement to an arbitrary polygonal mesh in real time. The technique utilizes an interval based method in which bounds of the interval are computed in the beginning and are refined at every iteration until the intersection point is reached. The search space defined by the interval reduces and converges to the intersection point rapidly and outperforms currently popular binary search based method (relief mapping) used for performing this task. We compute the bounds using simple ray segment intersection method. We demonstrate the algorithm and show empirical and explicit evidence of the speedup
  • I
    Caustics Mapping: An Image-Space Technique for Real-Time Caustics
    IEEE Transactions on Visualization and Computer Graphics
    Jan 2007
    In this paper, we present a simple and practical technique for real-time rendering of caustics from reflective and refractive objects. Our algorithm, conceptually similar to shadow mapping, consists of two main parts: creation of a caustic map texture, and utilization of the map to render caustics onto nonshiny surfaces. Our approach avoids performing any expensive geometric tests, such as ray-object intersection, and involves no precomputation; both of which are common features in previous work. The algorithm is well suited for the standard rasterization pipeline and runs entirely on the graphics hardware.
  • S
    Interval Mapping
    Symposium on Interactive D Graphics and Games ID
    Jan 2006
    Interval Mapping offers an efficient method for adding per pixel height field based displacement to an arbitrary polygonal mesh in real time. The technique utilizes an interval based method in which bounds of the interval are computed in the beginning and are refined at every iteration until the intersection point is reached. The search space defined by the interval reduces and converges to the intersection point rapidly and outperforms currently popular binary search based method (relief mapping) used for performing this task. We compute the bounds using simple ray segment intersection method. We demonstrate the algorithm and show empirical and explicit evidence of the speedup
  • P
    Real-time rendering of realistic-looking grass
    Proceedings of the rd international conference ACM GRAPHITE
    Nov 2005
    The absence of accurately rendered grass in real-time applications such as games and simulation systems can be directly attributed to the massive amounts of geometry required to model grass patches. This in turn is responsible for the drastic increase in the computational complexity of light transport for global illumination. Our work attempts to fill the void by presenting an image-based algorithm for interactive rendering of realistic-looking grass. A bidirectional texture function (BTF) is constructed and employed in combination with a view-dependent depth map to synthesize a grass texture for given viewing and illumination conditions. In addition to the visual effects captured by BTFs, our method is able to produce grass silhouettes as
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