Bobby Mathews Blog Writing

Rust/wgpu systems engineer. I build GPU-accelerated real-time visualization for high-frequency sensor data.

About

I build GPU-accelerated real-time visualization for high-frequency sensor data in Rust and wgpu. Physical sensors and instruments produce continuous data streams faster than CPU-rendered software can display: the universal bottleneck is architectural, not domain-specific. The fix is the same across domains -- samples to a ring buffer, single per-frame GPU upload, signal processing in compute shaders, all channels rendered in one draw call, inside a 16ms frame budget.

My background spans the full systems stack this rests on: production async Rust (Tokio backends, embedded no_std), GPU compute (CUDA, wgpu/WGSL), and high-throughput data pipelines where latency and throughput numbers are the deliverable. I work from first principles and validate empirically.

Featured Work

Other Projects

solana-realtime-indexer

Production real-time data pipeline: lock-free hot path, exactly-once semantics, sub-200ms ingest-to-query latency, WAL crash recovery, and gap detection with RPC fallback. The high-throughput streaming and latency-discipline work that the visualization engine's ingestion layer builds on.

Rust · tokio · tonic · axum · Solana / TimescaleDB · PostgreSQL

tokio-blocking-bench

Controlled benchmark isolating Tokio executor starvation under blocking workloads. Key finding: 101x p99 latency increase under starvation. EC2-controlled environment, reproducible results.

Rust · criterion · tokio

synkti Ongoing Research

Research system for constrained document verification. Formal grammar verification runs client-side in WASM; local inference experiments use WebGPU. Technical substrate: finite-state parsing, browser deployment, and constrained AI workflows.

Rust · WASM · WebGPU · pest · logos · petgraph

synkti-fleet Archive

Spot instance orchestration prototype for GPU inference. EC2 tag-based worker discovery, interruption-aware draining, stateless failover. Worked end-to-end; not pursued for economic reasons.

Rust · AWS EC2 · vLLM · SSM

Writing

I write about deep technical topics in real-time GPU rendering, high-frequency data systems, and infrastructure.

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Expertise

Core competencies for real-time visualization and high-performance systems:

Rust wgpu / WebGPU WGSL Compute Shaders Real-Time Rendering GPU Compute (CUDA) High-Frequency Sensor Data Async Runtimes (tokio) Low-Latency Systems High-Throughput Pipelines WASM

Contract Work

I take focused engagements building real-time visualization and GPU compute systems for teams working with high-frequency sensor or instrument data -- research instrumentation, robotics, medical and scientific devices, and industrial monitoring.

Typical scope: a focused rendering or signal-processing module -- ring-buffer GPU renderer, compute-shader signal processing, cross-platform (native + browser) deployment -- with a defined deliverable you can evaluate.

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