“I worked with Neeraj on our 3D model generation pipeline for our Augmented Reality feature. Neeraj showed a high level of ownership. I was always confident in his ability to deliver on time and at a high level. He was also able to think strategically and be customer obsessed, which amplified his ability to build scalable systems that solved the customer need we were getting at. Neeraj is also fun to work with, he brings excitement and a collaborative attitude to the team he's on, which is great. As the PM, I really enjoyed working with Neeraj, his work allowed us to meet our goals and even overachieve. Neeraj would for sure be a fantastic addition to any team he's on.”
About
I love working on 0-to-1 problems to build highly scalable software architecture in a…
Activity
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AI for the world of physics. Will be closely watching how this project shapes up. Julia had ton of compelling ideas. Many nerds at times wish it was…
AI for the world of physics. Will be closely watching how this project shapes up. Julia had ton of compelling ideas. Many nerds at times wish it was…
Liked by Neeraj Kulkarni
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I just had a very enriching conversation on colonial history with Prof. Amar Farooqui. His recent book Governors of Empire is truly impressive. We…
I just had a very enriching conversation on colonial history with Prof. Amar Farooqui. His recent book Governors of Empire is truly impressive. We…
Liked by Neeraj Kulkarni
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I spent most of my career in B2B SaaS companies. I've watched hundreds of deals close, hundreds more stall out. And I kept seeing the same pattern.…
I spent most of my career in B2B SaaS companies. I've watched hundreds of deals close, hundreds more stall out. And I kept seeing the same pattern.…
Liked by Neeraj Kulkarni
Experience
Education
Licenses & Certifications
Publications
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Vote based correspondence for 3D point-set registration
Proceedings of the Eighth Indian Conference on Computer Vision, Graphics and Image Processing, ACM New York, NY, USA
Given two views of a static scene, estimation of correspondences between them is required for various computer vision tasks, such as 3D reconstruction and registration, motion and structure estimation, and object recognition. Without loss of generality, this paper treats the correspondence-estimation problem in the context of feature-based range-scan registration of widely separated views and presents a novel approach to obtain globally consistent set of correspondences. In this paper, we…
Given two views of a static scene, estimation of correspondences between them is required for various computer vision tasks, such as 3D reconstruction and registration, motion and structure estimation, and object recognition. Without loss of generality, this paper treats the correspondence-estimation problem in the context of feature-based range-scan registration of widely separated views and presents a novel approach to obtain globally consistent set of correspondences. In this paper, we define the notion of a weak feature, and follow the approach that avoids early commitment to the "best" match. It instead considers multiple candidate matches for each feature, and eventually models and solves correspondence-estimation as an optimization problem viz. weighted bipartite matching. We focus on developing a robust approach that succeeds in the presence of significant noise and sparsity in the input.
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Patents
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METHOD AND APPARATUS FOR A THREE DIMENSIONAL INTERFACE
Issued US 20190272041
A method, system, apparatus, and/or device that may include a sensor configured to obtain position information of at least a portion of a hand in a space relative to a first axis and a second axis. The method, system, apparatus, and/or device may include a processing device configured to: determine that fingers and a thumb of the hand are located within the defined area based on the position information; determine a first position of the fingers and a second position of the thumb based on the…
A method, system, apparatus, and/or device that may include a sensor configured to obtain position information of at least a portion of a hand in a space relative to a first axis and a second axis. The method, system, apparatus, and/or device may include a processing device configured to: determine that fingers and a thumb of the hand are located within the defined area based on the position information; determine a first position of the fingers and a second position of the thumb based on the position information; in response to the fingers being in a clenched position, generate hand position information that only includes position information of the thumb; and in response to the position information of the thumb indicated the thumb is extended and oriented in a first direction along a first axis or a second axis, execute a first instruction.
Other inventorsSee patent -
METHOD AND APPARATUS FOR UNIFIED FREE SPACE POSE INPUT SYSTEM NAVIGATION
Issued US 20170344122
A single pose is used in multiple postures to deliver at least a minimal core set of free space gestures for navigating within an interface, so as to be intuitive to users, easily remembered, straightforward for developers, and clearly defined for processing. A “thumb-extended” pose with fingers together and clenched and thumb extended and raised is oriented in four cardinal directions so as to manifest four distinct postures: right, left, up, and down. Thumb-right and thumb left invoke…
A single pose is used in multiple postures to deliver at least a minimal core set of free space gestures for navigating within an interface, so as to be intuitive to users, easily remembered, straightforward for developers, and clearly defined for processing. A “thumb-extended” pose with fingers together and clenched and thumb extended and raised is oriented in four cardinal directions so as to manifest four distinct postures: right, left, up, and down. Thumb-right and thumb left invoke scrolling forward and scrolling back, respectively, and thumb-up and thumb-down invoke yes and no respectively.
Other inventorsSee patent
Courses
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Advanced Computer Graphics
CSL859
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Computer Vision
CSL840
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Database Implementations
CSL771
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Independent Study(Photon Mapping: Surface and Participating Media Rendering)
CSS799
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Machine Learning
CSL866
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Modern Parallel Programming
CSL730
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Numerical Optimization
MAL704
Projects
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Real-time Hand Gesture Recongition
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Developed a real-time hand posture classifier classifying four different hand postures accurately. At its heart was an SVM (Support Vector Machine) based classifier, with radial histogram as the feature and using range image for segmentation.
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Naïve Bayesian Spam-Filter
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Implemented a naïve Bayesian Spam-filter in Python, with roughly 98% classification accuracy.
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Parallel Delaunay Triangulation in CUDA
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Designed and implemented a parallel Delaunay triangulation algorithm in CUDA. The challenging part, other than the CUDA implementation itself, was coming up with a systematic method, so as to utilize the tremendous parallelization framework of CUDA.
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3D Surface Modeling of Real-World Objects using an RGB-D Sensor
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See projectDesigned and implemented an algorithm to generate a 3D surface model of a given real-world object. It aligns several pairwise partially-overlapping RGB-D point-clouds obtained using Kinect, based on SIFT features.
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Surface and Participating Media Rendering with Progressive Photon Mapping
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See projectWas done as an Independent Study under Prof. Subodh Kumar, this involved investigating theoretic and practical aspects of photon mapping, progressive photon mapping, participating media rendering. I developed, from scratch, a progressive photon mapping renderer, capable of rendering surfaces with arbitrary material properties as well as participating media.
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Ray Tracing Renderers on CPU and GPU
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See projectImplemented both CPU and GPU ray tracers. In addition to basic primitives such as triangles and spheres, both implementations supported quadrics and arbitrarily affine-transformed objects. The GPU implementation achieved reasonable FPS and was written as a set of GLSL shaders.
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Modelling Using Subdivision Surfaces
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See projectModeled an arbitrarily smooth chess pawn using subdivision algorithm. The input is a coarse base mesh, which can be subsequently tessellated to any required level k, The mesh was stored in a half-winged-edge data structure for efficiency. Creases were also supported to retain curvature discontinuities at user-defined locations.
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Performance Analyser of TCP/IP and RPC
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Developed a program in .Net to analyze the performances of TCP/IP and RPC on the basis of:
1) Time taken to send one packet and
2) Packet size
3) Data encrypted or not.
We discovered that RPC transmitted small packets (up to ten-lines of queries) faster while TCP/IP was faster in transmitting larger(>10 lines) packets on sponsor’s LAN.
Implemented Blowfish and Triple DES encryptions. Encryption posed an overhead but was equal for both TCP/IP and RPC.Other creators
Languages
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English
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Hindi
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Marathi
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We’re hiring! 🚀 My team at Microsoft Superintelligence is looking for an experienced Member of Technical Staff, AI Systems Engineer to join us!…
We’re hiring! 🚀 My team at Microsoft Superintelligence is looking for an experienced Member of Technical Staff, AI Systems Engineer to join us!…
Liked by Neeraj Kulkarni
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