About

Hello there, I'm master's student in electrical and computer engineering at the University of British Columbia, Vancouver. I'm interested in how computers can intereact with the real world to advance scientific research. My current interests focus broadly around machine learning, hardware/software optimization, robotics and physics applications.

On my free time, I love to experiment with the limits of computers and exploiting all their capabilities, especially with shaders where mathematics and computing are combined to generate procedural art.

Interests

  • Computer architecture
  • Computer graphics
  • Differentiable physics
  • Robotics

Education

In progress

MASc. Electrical and Computer Engineering

The University of British Columbia

2022-2025

BSc. & MSc. (1st year) Computer Science

École Normale Supérieure de Rennes

2020-2022

Classe préparatoire aux Grandes Écoles MPSI - MP*

Lycée Carnot - Dijon

Publications

Embedded Safe Reactive Navigation for Multirotors Systems using Control Barrier Functions
Nazar MisyatsMarvin HarmsMorten NissovMartin JacquetKostas Alexis
ICUAS 2025

Range Extension with Supernormals for Mixed-Precision 8-bit DNN Training
Shing Wai PunBozhang BaoSilviu-Ioan FilipGuy LemieuxJohn V. KimNazar MisyatsNirvik PandeVictor RavainRobert Scherrick
ARITH 2025

Projects

A selection of some of my most notable projects with online content.

Marbles intro screenshot

Marbles

A 4kB demo implementing smoothed-particle hydrodynamics and real-time physically based rendering. Ranked 7th at Revision 2026.

Island intro screenshot

Island

A 4kB demo implementing raymarching in a hexagonal tiling. Ranked 9th at Revision 2024.

Planet shader screenshot

Shader experiments

Implementation of several procedural rendering techniques such as raymarching, pathtracing, noise and physically based rendering, using only GLSL shaders.

KSP MGA Planner Screenshot
Boids in marching cubes terrain

Boids and marching cubes

Procedural terrain generation via the marching cubes algorithm accelerated on the GPU with OpenGL compute shaders. Boids fly around in the generated terrain, simulating flocking behaviour.

Bootsector program illustration
Robots learning through evolution

Robot neuroevolution

Training a neural network to drive robots in a simulated environment via a genetic algorithm, and testing the trained network in a real robot.