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AI Engineer · Creative Technologist · WebGL Architect
Building at the intersection of neural intelligence and cinematic web experience
| Platform | Recognition |
|---|---|
| 🏆 One Page Love | Hand-picked feature — "Very unique!!" — Rob Hope |
| 🥇 Awwwards | Honorable Mention — Vionna.life |
| 🌐 tenztan.in | Personal portfolio |
I don't build websites. I build experiences — production AI systems with real memory and emotion, and cinematic web interfaces that push what a browser can render.
On the AI side: autonomous agents with probabilistic behavioral engines, RAG architectures with Ebbinghaus-curve memory decay, multi-channel agentic loops, real-time emotion pipelines for Unreal Engine avatar rigging.
On the creative side: WebGL 2.0 ecosystems with custom GLSL, 150,000-particle galaxy renderers, scroll-driven frame-sequence cinematics, AI companions with expression state machines and voice synthesis.
Built solo at Persist Ventures. Multi-character virtual companion ecosystem powering real conversations at scale.
- LangChain + Groq-powered Llama 3/4 for sub-second inference with runtime model switching
- Qdrant RAG with INT8 quantization — 97% storage reduction, zero recall loss
- Unreal Engine emotion pipeline: LLM → single-word state → real-time 3D avatar rigging
- Atomic MongoDB + Stripe webhook replay protection, Google OAuth 2.0, CSRF-safe JWT
Operating independently across Telegram, X, and Web. No triggers. Self-initiated behavior.
- Stochastic behavioral engine using probabilistic state machines
- Temporal memory decay via Ebbinghaus forgetting curves applied to vector embeddings
- Real-time emotion classification → continuous personality + bonding metric modulation
- Open-sourced v1 architecture on GitHub
4 distinct rendering environments mapping Hindu cosmology. 750-frame scroll sequencer + live WebGL.
- 150,000-star Milky Way in BufferGeometry, 3,000 asteroids in a single draw call via InstancedMesh
- GPGPU-inspired MeshSurfaceSampler + Curl Noise → 70,000-vertex character morphing
- Deferred async raycasting via
requestIdleCallbackfor CatmullRomCurve3 terrain draping - Volumetric God Rays, UnrealBloom, PMREM PBR — strict 60fps across all scenes
Cinematic landing experience. 225-frame scroll-locked sequencer → live WebGL solar system.
- Custom GLSL: chromatic aberration, fluid distortion, cursor-velocity interaction
- Multi-pass post-processing: UnrealBloom, HDR env mapping, PBR lighting
- Zero-latency memory pre-fetching + canvas buffer pooling
Marching Cubes metaball simulation in the hero. Zero-jank scroll architecture throughout.
- Real-time fluid dynamics mapped to cursor velocity
- 3D Simplex Noise vertex displacement, Fresnel rim-lighting, specular inner-glow
- IntersectionObserver render-loop freezing for off-screen canvases
AI & COGNITIVE WebGL & Creative Backend & Infra
───────────────── ────────────────── ─────────────────
LangChain WebGL 2.0 / Three.js Python / FastAPI
Qdrant (RAG) Custom GLSL Shaders MongoDB (atomic)
Groq / Llama 3/4 GSAP ScrollTrigger Redis / Qdrant
Agentic State Machines Lenis Smooth Scroll Docker / WebSockets
Temporal Memory Decay InstancedMesh / GPGPU OAuth 2.0 / JWT
Ebbinghaus Curves PostProcessing API Stripe Webhooks
Vector Quantization Canvas / OffscreenCanvas TTS Streaming
The medium is the message. A portfolio that teaches WebGL while demonstrating WebGL. A companion that proves AI capability by being the AI. Every technical decision is also a design decision.
- Render budget is allocated, not assumed every scene has a defined performance contract before a line is written
- Mobile is a different device, not a smaller desktop parallel execution paths, not responsive overrides
- Memory architecture precedes feature architecture RAG quantization, particle budgets, and buffer pooling are first-class design constraints
- State machines over conditionals expression systems, agent behavior, and scroll choreography all run on explicit state graphs
- The browser is a creative medium with physical limits respecting those limits produces better art than ignoring them
