
Worked on the Stellarium/stellarium repository over four months, delivering features and fixes focused on planetary surface visualization, adaptive UI scaling, and cross-platform graphics reliability. Developed multi-HiPS support for planets, enabling users to group and manage multiple HiPS surveys through the Qt-based ViewDialog interface. Enhanced marker rendering and dynamic UI scaling to ensure consistent visuals across devices, refactoring C++ graphics code for maintainability and memory safety. Addressed critical bugs, including constellation rendering and HiDPI screenshot scaling on Wayland, by improving device pixel ratio handling. Demonstrated expertise in C++, Qt, and graphics programming, with a focus on code readability and cross-platform compatibility.
Month 2025-11 – Stellarium/stellarium: Delivered a critical HiDPI scaling fix for Wayland screenshots, improving screenshot fidelity and reliability for Wayland users. The change centralizes device pixel ratio retrieval via StelApp::getInstance().getDevicePixelsPerPixel() and eliminates the previous QOpenGLContext-based approach. Impact: higher-quality visuals in Wayland, fewer user-reported scaling issues, and stronger cross-graphics support. Skills demonstrated include C++, Qt, and StelApp architecture, DPI handling, and code refactor for better testability.
Month 2025-11 – Stellarium/stellarium: Delivered a critical HiDPI scaling fix for Wayland screenshots, improving screenshot fidelity and reliability for Wayland users. The change centralizes device pixel ratio retrieval via StelApp::getInstance().getDevicePixelsPerPixel() and eliminates the previous QOpenGLContext-based approach. Impact: higher-quality visuals in Wayland, fewer user-reported scaling issues, and stronger cross-graphics support. Skills demonstrated include C++, Qt, and StelApp architecture, DPI handling, and code refactor for better testability.
October 2025 – Stellarium/stellarium: Delivered a dynamic UI scaling feature across icons, pointers, and GUI elements to maintain consistent visuals across screen resolutions. Implemented scaling for meteor shower icon, Solar System pointer, star pointer, nomenclature pointer, and Custom Object pointer, with ScriptConsole sizing safeguards to avoid forcing button sizes. Also fixed a constellation rendering bug in StelPainter by ensuring QVector is correctly initialized before the aberration calculation loop, eliminating a use-after-free in Windows debug builds. Business impact: improved cross-device UX, rendering reliability, and reduced QA time. Demonstrated skills: C++, Qt, memory safety, UI scaling, and debugging across platforms.
October 2025 – Stellarium/stellarium: Delivered a dynamic UI scaling feature across icons, pointers, and GUI elements to maintain consistent visuals across screen resolutions. Implemented scaling for meteor shower icon, Solar System pointer, star pointer, nomenclature pointer, and Custom Object pointer, with ScriptConsole sizing safeguards to avoid forcing button sizes. Also fixed a constellation rendering bug in StelPainter by ensuring QVector is correctly initialized before the aberration calculation loop, eliminating a use-after-free in Windows debug builds. Business impact: improved cross-device UX, rendering reliability, and reduced QA time. Demonstrated skills: C++, Qt, memory safety, UI scaling, and debugging across platforms.
2025-09 Stellarium/stellarium monthly summary: Delivered Celestial Object Marker Rendering Improvements with adaptive scaling of markers (meteor showers, satellites, DSOs) to maintain consistent sizes across screen resolutions. Performed internal refactor of the 2D drawing logic to reduce redundancy in drawSprite2dMode calls, boosting readability and maintainability. No critical bug fixes this month; focus was on feature delivery and code quality improvements. Impact: improved marker visibility across devices, smoother future feature extensions, and a cleaner render pipeline. Technologies/skills demonstrated: 2D rendering, adaptive UI scaling, code refactoring, cross-resolution compatibility, and performance-conscious design.
2025-09 Stellarium/stellarium monthly summary: Delivered Celestial Object Marker Rendering Improvements with adaptive scaling of markers (meteor showers, satellites, DSOs) to maintain consistent sizes across screen resolutions. Performed internal refactor of the 2D drawing logic to reduce redundancy in drawSprite2dMode calls, boosting readability and maintainability. No critical bug fixes this month; focus was on feature delivery and code quality improvements. Impact: improved marker visibility across devices, smoother future feature extensions, and a cleaner render pipeline. Technologies/skills demonstrated: 2D rendering, adaptive UI scaling, code refactoring, cross-resolution compatibility, and performance-conscious design.
August 2025 — Stellarium/stellarium monthly highlights. Focused on enhancing planetary HiPS surface visualization and improving UI manageability for HiPS packs. Delivered multi-HiPS support for planets by enabling multiple HiPS surveys per planet and grouping them as a pack via the ViewDialog UI, and fixed a critical Ceres HiPS frame mapping issue to ensure correct survey identification and display. These changes improve surface representation accuracy, data discoverability, and user workflow for configuring HiPS packs.
August 2025 — Stellarium/stellarium monthly highlights. Focused on enhancing planetary HiPS surface visualization and improving UI manageability for HiPS packs. Delivered multi-HiPS support for planets by enabling multiple HiPS surveys per planet and grouping them as a pack via the ViewDialog UI, and fixed a critical Ceres HiPS frame mapping issue to ensure correct survey identification and display. These changes improve surface representation accuracy, data discoverability, and user workflow for configuring HiPS packs.

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