BusTub — Relational Database Internals
Built core internals of a disk-oriented relational DBMS in C++ — buffer pool, B+ tree indexing, a query execution engine, and optimizer rewrite rules. Top 5% on the performance leaderboard.
Projects
A few projects with the engineering behind them — the problem, the design decisions, and the trade-offs. Each links to source and, where available, a live demo.
Built core internals of a disk-oriented relational DBMS in C++ — buffer pool, B+ tree indexing, a query execution engine, and optimizer rewrite rules. Top 5% on the performance leaderboard.
Integrated suffix-based speculative decoding into the Hugging Face generation stack — a draft-model-free proposer reusing repeated context patterns for 1.74x faster decoding — plus a unified verification interface for suffix and tree-based speculation, achieving 1.30x speedup on tree-spec workloads.
A microservices search engine on a 3-node GCP cluster (Docker, Kafka, MapReduce, Terraform) indexing 10K+ IEEE abstracts, with 37% faster queries by conditionally skipping MapReduce jobs.
Implemented the communication layer of a 2D-parallel training pipeline combining data parallelism and tensor model parallelism (naive and Megatron-style), extended with ZeRO-style optimizer-state sharding, built from scratch on raw MPI collectives.
Built a high-performance FP16 GEMM kernel for NVIDIA Blackwell (SM100) GPUs using TVM/TIRX, starting from a minimal single-tile kernel and incrementally layering on optimizations until reaching the structure of production-grade cuBLAS/CUTLASS-style implementations.
Built a reverse-mode automatic differentiation engine from scratch on top of NumPy — the computational-graph core that powers frameworks like PyTorch and TensorFlow — then used it to train a logistic regression classifier end-to-end.
Built a globally distributed, highly available key-value store using the Actor Model to back a multiplayer game, with actor-based concurrency and eventual consistency across geographically distributed replicas.
Designed and optimized a buffer-based adaptive bitrate (ABR) algorithm on a DASH-based video streaming testbed, trading off startup latency, video quality, and playback stability to maximize QoE under realistic last-mile network conditions.
Implemented a reliable transport protocol from scratch in C, closely modeling TCP Reno on top of UDP, with congestion control, flow control, and RTT estimation evaluated under real network conditions.
Implemented the Raft consensus algorithm in Go — a replicated state machine module with leader election, log replication, and safe command application across fault-tolerant distributed replicas.
Built a mix network overlay in C that hides both message contents and communication patterns using redirection, mixing, and source routing, with a custom control and data plane on top of link-state routing.
A reliable transport protocol (LSP) over UDP in Go, plus a fault-tolerant distributed miner that reassigns work dynamically across nodes — >99% delivery accuracy and 43% less recomputation overhead.
A fast, static portfolio with project write-ups, a photo wall, and browser-playable C++ games compiled to WebAssembly.