Vatsa Joshi — AI/ML engineer
Vatsa JoshiAI/ML Engineer
Résumé ↓
vatsajoshi2@gmail.com ↗
Résumé ↓ GitHub ↗ LinkedIn ↗
Bengaluru · {{ time }} ISTLet’s connect

Vatsa Joshi

AI/ML engineer — production LLMs, vision, agents.

Bengaluru · {{ time }} ISTNow · 2× Founding AI Engineer · Founding Engineer{{ ghLine }}Scroll
02 — Approach

I build the parts of an LLM system nobody demos: the evals, the grounding, the cost model.

Ground everythingEvery number and citation traces to a tool output or a source, or it's dropped.
Gate on evalsRegression gates, LLM-as-judge and red-teaming run before anything ships.
Engineer the cost25× cheaper extraction, 15 paise per agent query. Cost is a design input.
03 — Experience

Every checkpoint, saved.

Six roles, Jun 2025 → now. Keep scrolling along the helix.
2,000 users50–60 law firms8M judgments25× cheaper0 ungrounded answers
04 — Open source · live from GitHub

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Languages · by repo
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05 — Adversarial eval

Crank the learning rate.

Press and hold anywhere. Push the optimiser until training diverges and the model leaks its training data, which is my résumé.

Diverged · training data leakedv2026.10
Vatsa JoshiAI Engineer · Multi-Agent Systems · Production LLM Platforms
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Agents OpenAI Agents SDK, LangGraph, BAML, CrewAI, FastMCP · LLM systems Hybrid RAG, GraphRAG, evals, guardrails · Training PyTorch, PEFT/TRL, LoRA/QLoRA, Unsloth, DeepSpeed ZeRO · Infra Python, TypeScript, Rust, FastAPI, Next.js, Postgres, OpenSearch, Qdrant, AWS
B.Tech CS, Navrachana University · IEEE Xplore: deepfake detection · 2nd place, Tinkerthon 3.0
Download PDF ↓
06 — Converged · loss 0.000

Let's build what ships next.

vatsajoshi2@gmail.com
How this was built

Up to 1,048,576 particles, simulated on the GPU every frame in hand-written WebGL2, with no 3D library. Position and velocity live in float textures that ping-pong between frames. Seven target shapes are computed in the shader, including a 3D bar field built from the live GitHub contribution calendar from each particle's ID; the name and email are sampled from the live DOM text, so they line up exactly. Scroll progress chooses the shape, the cursor adds a screen-space vortex, and the particle count adapts when a frame takes over 20ms. Additive HDR, bloom, depth-of-field point sizing and grain finish it.

View source: it's one file, shaders included. © 2026 Vatsa Joshi · Bengaluru
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