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satyam-fp/README.md

Satyam Kumar πŸ‘‹

πŸš€ Founding Member & Head of AI @ Mixar | πŸ€– AI-native fork of Blender

Building foundational ML models for the next-gen AI-native 3D editor.

I build tools to make 3D content creation more intuitive and efficient. Currently deep in the AI-native development paradigm β€” training ML models from scratch for 3D workflows like UV unwrapping, procedural texturing, 3D object generation, and scene reconstruction.


Current Projects

  • Scene Reconstruction Pipeline β€” Single image β†’ full 3D scene in Blender, using VGGT (geometry), SAM 3 (segmentation), SAM3D (per-object 3D reconstruction), MoGe (monocular geometry), and Claude VLM (semantic labeling)
  • Seam Prediction Model β€” ML model for automated UV unwrapping
  • Scene-AST β€” Structured scene representation for better 3D context retrieval with LLMs

πŸ›  Tech Stack

ML & 3D

Engineering


🌱 What I'm Doing

  • Building in AI β€” Shipping AI/ML features at Mixar to make 3D content creation more intuitive and efficient
  • Scene Reconstruction R&D β€” Combining VGGT, SAM3D, and MoGe into a unified pipeline that turns a single photo into an editable Blender scene
  • Reading papers β€” 3D computer vision, mesh generation, PBR texture generation, monocular depth/geometry estimation, LLM reasoning, and agentic workflows
  • Exploring agents β€” How autonomous systems can change 3D content creation

πŸ“« Connect


πŸ’‘ Random Facts

  • IIT Graduate
  • Believe in shipping fast over perfect
  • Coffee-powered

⚑ Ship fast. Learn faster.

πŸ› οΈ Recent Velocity

  • πŸš€ Built a 3D-to-video pipeline on top of LTX-2 (22B open-weight video diffusion). Blender renders depth + cryptomatte + a first-frame style anchor; the runner stacks IC-LoRA adapters and generates per shot. Geometry and camera come from the 3D scene; material and light come from the prompt. ~80s per 5s clip on a single RTX 6000.
  • πŸ”§ Tuned the baseline empirically: mapped which LoRA stacks help vs. degrade the 22B distilled checkpoint, identified the 128-divisible resolution constraint (compound stride through VAE, IC-LoRA reference downscale, and patchifier), found the 121-frame single-clip coherence ceiling, and debugged attention-mask semantics that were wiping out background geometry.

πŸ“¦ Past Projects

Apr 2026

  • πŸš€ Built a self-scaling GPU orchestration layer β€” spin up any number of GPU VMs and they auto-register, advertise services, and start receiving routed workloads with zero frontend or backend deploys. Routes 6 GPU services across 6–22 GB VRAM budgets with 4 priority levels. Think Kubernetes-lite for GPU inference.
  • πŸš€ Built a real-time GPU fleet dashboard from scratch with per-worker health tracking, job lifecycle metrics, and live queue stats across all 6 services.
  • πŸ”§ Implemented VRAM-aware job dispatching on a 2s loop with 3-attempt exponential backoff (5s–120s), dead-letter queue for credit refunds, and timeout handling for stuck jobs.
  • πŸ”§ Optimized queue throughput by pipelining 8 Redis ops per stats query and batch-loading jobs via MGET. Fixed race conditions in GLB uploads and hardened reliability with duplicate completion prevention and automatic pruning of offline workers.

March 2026

  • [Shipping] Built SeamNet, a GNN-based edge classifier for seam prediction on 3D meshes using PyG TransformerConv β€” achieved 96.4% train F1 on 72 meshes.
  • [Shipping] Scaled training to 38k objects over 100k steps, reaching 0.600 val F1 and 0.618 test F1 across 776 unseen meshes.
  • [Learning] Explored PyTorch Geometric's TransformerConv with learned edge projections for mesh-based classification tasks.
  • [Refining] Eliminated NaN instabilities in training by adding edge projection normalization and switching to BCEWithLogitsLoss on raw logits.
  • [Refining] Tuned generalization with regularization experiments (dropout, weight decay, connectivity loss) and added mixed precision support.

Feb 2026

  • [Shipping] Built a complete AI Scene Creation Pipeline (VGGT β†’ SAM3 β†’ VLM β†’ Blender) that converts single images into full 3D blockout scenes.
  • [Shipping] Integrated SAM3D for 3D object reconstruction and MoGe for monocular depth estimation into the scene pipeline.
  • [Learning] Adopted SAM3D (PyTorch3D convention) and MoGe for geometry-aware 3D reconstruction from 2D images.
  • [Refining] Fixed EXIF orientation handling, improved ground plane detection with a hybrid camera-extrinsics approach, and resolved multi-frame segmentation for non-overlapping inputs.

Feb 2026

  • πŸš€ Shipped end-to-end scene reconstruction using SAM3D β€” single image to full 3D Blender scene with per-object mesh recovery, pose estimation, and semantic labeling via Claude VLM.
  • πŸš€ Integrated MoGe monocular geometry estimation into the pipeline, enabling pointmap sharing across models and eliminating redundant depth computation.
  • πŸ“š Adopted SAM3D's PyTorch3D coordinate conventions and voxel-based shape representation, wiring up a multi-model inference stack (MoGe + DiNO ViT-L + diffusion) on Blackwell GPU.
  • πŸ”§ Added depth map debug visualizations, streamlined the Makefile, and implemented --frames parameter parsing for selective multi-frame processing.

Feb 2026

  • πŸš€ Released gh-profile-updater β€” a Claude Code plugin that generates impact-driven GitHub profile READMEs from git activity, with automated PR creation and velocity archiving.
  • πŸš€ Built auto-clone support so the plugin works without a pre-existing local copy of the profile repo.
  • πŸ”§ Hardened plugin schema and marketplace metadata for reliable discovery and installation.

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