Taking on new work — individual and corporate

Real-time AI systems,
from the GPU kernel
to the stream.

I build the parts that have to hold a latency budget: CUDA and WebGPU kernels, process-level audio capture, voice conversion, avatar rendering, and the WebRTC path that puts all of it on screen. Then I build the product on top.

Engineering by m96-chan — Yusuke Harada, Representative Director of DEVenus Ltd. (Shinjuku, Tokyo). Corporate contracts and invoicing go through the company; smaller one-off consultations are welcome directly.

◆ Flagship

A real-time VTuber that runs on one consumer GPU

One character illustration in. A live, speaking, breathing presenter out — rendered locally, no cloud, straight into OBS.

One illustrationNo Live2D rigging, no multi-layer PSD
Distilled pose modelPer-character student network, real-time on a desktop GPU
Voice: zero-shot TTS or your own micBrowser TTS, or Rust voice conversion into a virtual microphone
Lip sync + idle lifeMouth recovered from the waveform; blinking and breathing never stop
Out to OBSClean canvas, transparent layout for chroma key
~25 fpsdistilled real-time path
100% localno cloud, no API keys
106 minunbroken reading, bounded memory
The realtime avatar stack

Three pieces, all mine, all open source

Most "AI VTuber" demos are a cloud API with a face on it. This one runs on the machine in front of you — because I own every layer, from the model port to the virtual microphone to the stream transport.

Face & presence

VPresentation ↗

Turns a single front-facing illustration into an animated presenter that reads a PDF deck aloud, page by page. Talking Head Anime 4 ported to Rust + candle (CUDA / Metal / CPU from one codebase), with a per-character distilled student model for the real-time path.

~25 fpsdistilled student, per character
~13 hone distillation run on an RTX 5090
boundeda 106-minute reading with no memory growth
Voice

babiniku.rs ↗

Real-time zero-shot voice conversion in pure Rust. A few seconds of reference audio, and a virtual microphone delivers the character's voice to Discord, Zoom or OBS. Five engines behind one interface, no Python and no CUDA Toolkit at runtime.

0.14 RTFend-to-end on plain CPU (MeanVC)
~0.16 sper 320 ms block on GPU (Vevo-Timbre)
on-deviceyour voice never leaves the machine
Transport & capture

OBS-WebRTC-Link ↗

A C++ OBS Studio plugin giving universal WebRTC input and output — low-latency two-way video and audio in and out of the scene graph. Paired with ProcTap when a single application's audio needs to be captured without touching the rest of the desktop.

2-wayWebRTC in and out of OBS
★11on GitHub
C++native plugin, no bridge process

Status, honestly: the browser app animates, speaks and reads a deck today, with three characters distilled; slide transitions and mic-driven lip sync are still being built, in the open. If you want this shape of system for a product — a presenter, a receptionist, a companion, a support agent with a face — the hard parts are already solved and the integration is the work.

Services

What you can hire me for

Four things I do repeatedly, each with shipped code behind it. If your problem sits between two of them, that is usually exactly where I am most useful.

01

Real-time AI avatars & VTuber systems

End-to-end: character animation, voice, lip sync, layout, and the path onto a stream or into your app. Local-first when privacy or cost rules out a cloud round trip.

  • 2D character animation from a single illustration
  • Zero-shot voice conversion and TTS, with a virtual mic
  • OBS / virtual camera / WebRTC delivery
  • Distillation and tuning to hit a frame budget on your hardware

Proven in VPresentation · babiniku.rs · voxshot

02

GPU & LLM inference optimization

When the model is fast enough on paper and too slow in production. Kernel-level work on the architecture you actually ship on, from datacenter cards down to a browser tab or a phone.

  • CUDA kernels for Ampere (SM86) through Blackwell (SM120)
  • WebGPU / WGSL compute for in-browser inference
  • Quantized and ternary (1.58-bit) inference paths
  • On-device and edge NPU targets

Proven in PyGPUkit · 0xBitNet · NxPU

03

Low-latency audio & video pipelines

Sub-100 ms systems where capture, inference and playback all have to fit in the same budget — and where the interesting failures are in the OS, not the model.

  • Per-process audio capture (WASAPI process loopback)
  • Real-time STT / TTS pipelines and GPU encoding
  • WebRTC and streaming architecture
  • Windows internals: ETW tracing, native plugins, Rust/C++ cores with Python bindings

Proven in ProcTap · PyETWkit · MeetScribe

04

Technical advisory & AI-driven development

Architecture review, technology selection, and helping a team actually adopt agent-assisted development instead of just installing it. Fifteen years of shipping, including CTO and technical-lead roles.

  • Architecture and technology-selection review
  • Designing an agentic development flow that survives contact with a real team
  • Engineering org and process design, onboarding and education
  • Proposals and presentations aimed at executives, not just engineers

Background CTO at a product company · technical lead across a 4-vendor platform consolidation · offshore vendor control (India / Vietnam)

How it starts

Four ways in

Pick whichever is closest. Scope, timeline and price come out of a first conversation — there is no form to fill in and no minimum engagement to qualify for.

💬

Spot consultation

One hard question, one call. "Can this run in 40 ms?" "Is this the right GPU?" "Why does this stutter only in the browser?"

🔬

PoC / feasibility

A short, bounded build that answers whether the thing is possible on your hardware and your budget — with numbers, not opinions.

🛠️

Contract development

Building the system, or the difficult layer of it, alongside your team. Delivered as code you own, with the reasoning written down.

🧭

Technical advisor

An ongoing retainer: architecture review, technology calls, and raising the team's floor over months rather than sprints.

Writing the first message

You do not need a spec. Four lines is enough for me to tell you whether I am the right person — and if I am not, I will say so and point you somewhere better.

  1. What you are building, and roughly when it needs to exist.
  2. Where it hurts — the latency, frame rate, cost or quality number you are missing.
  3. What is fixed — hardware, OS, platform, existing codebase, anything that cannot change.
  4. Which of the four above it feels like, if you already know. A guess is fine.
Selected work

Open source, publicly benchmarked

Everything here is a library or tool I wrote and maintain. Several ship to package registries; several have live demos you can run in a browser right now.

0xBitNet

★ 23

Runs Microsoft's BitNet b1.58 ternary LLMs on WebGPU — custom WGSL kernels, no WASM and no server. Ships to npm, crates.io, PyPI and Maven Central with TypeScript, Rust, Python, Swift, Java and C bindings.

WebGPUWGSLRust Write-up ↗Live demo ↗

ProcTap

★ 18

Capture audio from one specific process by PID, built on WASAPI process loopback. The library that makes "record only the game, not the call" a two-line Python program. Published on PyPI.

PythonWASAPIAudio

Hourly-updated tracking of AI/ML papers, models, repositories and trends, pulled from arXiv, Hugging Face and GitHub. My own standing observation post, made public.

AstroAutomation Live site ↗

PyGPUkit

★ 3

A minimal GPU runtime for Python: hand-written CUDA kernels, explicit memory management and LLM inference without a heavyweight framework underneath. Ampere through Blackwell, including SM120 on the RTX 5090.

CUDAPythonC++

NxPU

★ 3

A WGSL → NPU transpiler: compiles WebGPU shading language into native NPU formats, so one shader targets the accelerator that is actually in the device. Backends for Qualcomm, MediaTek, Samsung, Rockchip, ARM Ethos, CEVA, Intel, AMD, CoreML, ONNX, TFLite and StableHLO.

RustNPUCompilers API docs ↗

PyETWkit

★ 5

A high-performance Event Tracing for Windows consumer for Python, with a Rust core bound through PyO3 — real ETW throughput without dropping into C++ yourself.

RustPyO3Windows

voxshot

★ 1

Browser-first zero-shot text-to-speech and voice cloning for JavaScript — WebGPU plus ONNX Runtime Web. No Python, no backend, no API keys. This is the voice inside VPresentation.

TypeScriptWebGPUTTS Live demo ↗

KTApple

★ 6

KDE-Plasma-style window tiling for macOS: a visual tile editor, Shift+Drop window placement and gap-drag resizing — with no SIP disabling required.

SwiftmacOS Write-up ↗

DroidRunner

★ 1

Turns a spare Android phone into a GitHub Actions self-hosted runner — ARM64 builds and real-device NPU tests, without root and without Termux.

KotlinCI/CDNPU Project page ↗
All repositories on GitHub →
About

Fifteen years of shipping, mostly at the layer nobody wants to open

I started on Windows client software in C++ and Win32 — payroll software, installers, the kind of codebase where a data-corruption support ticket lands on the person who wrote the library. Then game servers at CAPCOM, where a live title teaches you what latency and load actually mean, and where I ended up leading server operations.

After that, CTO and technical-lead roles: consolidating four vendors onto one platform, building engineering organizations, running offshore teams in India and Vietnam. Since 2023 I have run DEVenus as its representative director, focused on AI and 3D work.

The thread through all of it is vertical range. I can write the CUDA kernel and the React Native front end that displays its output, and I can explain the trade-off between them to someone who does not write code. Right now that mostly means real-time AI voice and video — currently building GPU inference on SM120 and SM86 kernels for a real-time AI voice chat product, and porting avatar models to Rust in the evenings.

I work in Japanese and English, and I have no allergy to talking to executives.

Working stack

Rust Python C++ TypeScript CUDA / WGSL PyO3 WebGPU WASAPI / ETW WebRTC AWS / GCP / Azure FastAPI React / Next.js
  • 2023 – now
    DEVenus Ltd. — Representative DirectorSI and DX consulting, focused on AI and 3D. Shinjuku, Tokyo.
  • 2025 – now
    Real-time AI voice chat platformGPU kernel programming and scheduling in Rust/C++, SM120 and SM86 LLM inference, GPU-encoded real-time STT.
  • 2024
    Tokyo AI Festival — Bronze, AI video categoryaisai.tokyo
  • 2021 – 2023
    CTO, ENJOY LLCProduct architecture, technical validation, platform foundations.
  • 2017 – 2021
    CAPCOM — Game server engineer & leadLive title servers, AWS infrastructure, operations leadership.
  • 2010 – 2013
    Yayoi — Windows client engineerC++ / Win32 payroll software, .NET migration, installers.
  • ORCID 0009-0007-5967-1182Independent research: on-device inference, NN kernels for Qualcomm SoCs.

Let's talk about what you're building

A rough idea is enough to start. I reply to everything, usually within a day or two — including "this is probably not for you, but…".

[email protected]

Japanese or English, both fine. Corporate contracts and invoicing are handled through 有限会社DEVenus; NDAs are no problem.