Available for high-impact architecture & systems projects Montreal, Canada

Hi, I'm Wael El Oraiby, Ph.D.

System Architect, High-Performance Computing specialist, and low-level software engineer. Pushing the limits across AI, Distributed Systems, Computer Graphics, and Real-Time Computing.

NeoCogi ex-NVidia ex-MSFT ex-Samsung Rust C99 / C11 C++11/17 F# x86 Assembly Computational Geometry
NeoCogi
Lead Systems Architect
ex-NVIDIA
Graphics & Compute
ex-Microsoft
Systems & Platform
ex-Samsung
Mobile & Software R&D
Ph.D.
Computational Geometry

Featured Projects & Open Source

Selected libraries and systems spanning computational geometry, GUI frameworks, parsers, and low-level performance utilities.

136
High-throughput online ad pacer in F#, CoreCLR & libuv. Handles 5M+ bid requests/s with sub-2ms latency on 16 threads using bounded actor message passing.
129
Relatively robust divide-and-conquer 2D Delaunay construction algorithm in $O(n \log n)$ written in pure C99 with compact quad-edge topology.
Pure Rust port of rxi's MicroUI (not a binding). Zero heap allocations in the render loop, safe borrow ergonomics, and tiny footprint for embedded/game diagnostics.
PM

tcpm

39
Tiny Cooperative Process Management library and embedded bounded queue actor model in C11. Built for predictable latency and lockless message passing.
Cache-friendly 3D point and triangular mesh proximity query library written in modern C++11, optimized for spatial collision and physics simulation queries.
Nonlinear constraint solver in Rust using symbolic expressions and multivariate Newton iteration. Designed for CAD parametric geometry systems.
Compact and fast Arabic UTF-8 to contextual code point converter in C99. Provides seamless Arabic text rendering helper without massive font engine dependencies.
FP

pfds

Purely Functional Data Structures implemented in idiomatic Rust, inspired by Okasaki. Persistent trees, heaps, queues, and persistent maps.
Ultra-lightweight JSON parser built with Ragel finite-state machines and Lemon LALR parser generator in C99. High throughput with deterministic state machines.
Reference implementation of a modern, compact-syntax Pure Lisp dialect and macro programming language written in F#.
3D mathematics and geometric transformation library in C99, optimized for low overhead 3D vector, matrix, and quaternion pipelines.
Historical graphics intros: Ayn 4K Intro crafted in 1997 for DOS in mixed 16/32-bit x86 assembly, and 2K Mars (Windows DirectX 9 2KB intro).

Research & Publications

Contributions to computational geometry, $k$-set triangulations, fingerprint ridge frequency estimation, and real-time graphics.

2014 Int. Journal of Pattern Recognition and AI

Ridge Frequency Estimation For Low-Quality Fingerprint Images Enhancement Using Delaunay Triangulation

Wael El Oraiby, Dominique Schmitt, Jean-Claude Spehner • Applied Delaunay triangulation structures to enhance low-quality fingerprint image ridge frequency analysis.

2012 Int. Journal of Computational Geometry & Applications

Centroid Triangulations from k-sets

Wael El Oraiby, Dominique Schmitt, Jean-Claude Spehner • Investigating higher-order centroid triangulations derived from planar point sets and dual arrangements.

2009 Ph.D. Thesis Dissertation • Université de Haute-Alsace (LMIA)

k-set Polygons and Centroid Triangulations (Polygones de k-ensembles et triangulations centroïdes)

Wael El Oraiby • Doctoral thesis detailing combinatorial geometric properties, divide and conquer algorithms, and dual structures of order-$k$ inclusion chains.

2008 Computational Geometry Research

Order-k Triangulations of Convex Inclusion Chains in the Plane

Wael El Oraiby, Dominique Schmitt, Jean-Claude Spehner • Analysis of topological inclusion chains and order-$k$ Delaunay triangulations in $\mathbb{R}^2$.

2008 Algorithmics Research

Divide and Conquer Method for k-Set Polygons

Wael El Oraiby, Dominique Schmitt, Jean-Claude Spehner • Efficient geometric divide and conquer algorithms for polygon boundaries of $k$-sets.

2005 Course Technology PTR

More OpenGL Game Programming (Contributing Author)

Dave Astle et al. • Author/Contributor covering advanced OpenGL rendering techniques, shader architecture, and real-time gaming algorithms.

Recent Blog Entries

Dated technical deep-dives into algorithms, Rust/C internals, and system design.

View All Entries →

About Me

Senior technologist blending mathematical rigor with high-performance low-level systems execution.

Technical Focus

With extensive experience across tier-1 technology leaders (NVIDIA, Microsoft, Samsung) and leading high-throughput systems at NeoCogi, my primary work revolves around:

  • Systems Architecture: Microsecond latency pipelines, real-time bidding, distributed consensus, and actor models.
  • High-Performance Computing & Memory Sympathy: Cache-conscious layout, SIMD, bounded-queue concurrency, zero-allocation algorithms.
  • Computational Geometry & Graphics: Triangulation, spatial indexes, mesh processing, shaders, and CAD constraint solvers.
  • Compilers, Parsers & DSLs: Parsing engines (Ragel, Lemon), functional language runtimes, and bytecode interpreters.

Milestones & History

NeoCogi
Founder & Principal Architect
Architecting real-time systems, mathematical libraries, and Rust GUI frameworks.
ex-NVIDIA / ex-Microsoft / ex-Samsung
Systems, Mobile & Graphics Engineer
Developed graphics runtime software, mobile platforms, and high-performance computing services.
Ph.D. in Computer Science
2009 • Université de Haute-Alsace (LMIA)
Specialized in $k$-set polygons, centroid triangulations, and computational geometry algorithms.
Google Summer of Code
2006 • Ogre3D
Contributed to real-time 3D graphics rendering and engine subsystems for Ogre3D.
Blender
Open Source 3D Modeling
Contributed to polygon modeling pipelines and geometric mesh structures (BMesh).

Get in Touch

If you have questions, suggestions or your company has an interesting and challenging project, don't hesitate to contact me on:

Email