Computer Science (AI) at UVA

Samuel J. Baker IV

I am a third-year Computer Science student at the University of Virginia on the AI track, focused on building production-minded ML systems with measurable performance. My work spans computer vision and applied ML, from data pipelines and model training to evaluation and inference optimization. In parallel, I do performance engineering in C++: profiling hot paths, improving memory/layout, and building tooling and diagnostics that keep systems fast as they scale.

Outside of code, I care about game design, weightlifting, film, music (guitar), and reading. If you want a quick snapshot of what I am doing other than projects, scroll to the Now section.

Samuel J. Baker IV headshot

ECS add/remove

8.6x faster

100k entities: 99.8 ms to 11.8 ms

System update

5.7x faster

39.8 ms to 6.93 ms per frame

Component lookups

100M in 2.78 s

27.8 ns per access

Work

Projects

Regime-Aware Volatility Forecasting (S&P 500) from EDGAR + Earnings Calls

Feb 2026 to Present · Charlottesville, VA

Time SeriesNLPTemporal Fusion TransformerRegime SwitchingEDGAREarnings Calls
  • Forecasting next-day realized volatility (risk, not returns) from open-licensed daily S&P 500 OHLC history (1927–2020), using OHLC-derived targets and robust lagged baselines.
  • Ingesting and timestamp-aligning all major EDGAR filings (including 8-K for higher-frequency events) and earnings call transcripts; emphasizing domain-specific, context-aware sentiment/aspect signals over generic polarity.
  • Training a regime-aware Temporal Fusion Transformer-style forecaster (regime indicators / mixture-of-experts) and benchmarking against HAR-RV and price-only baselines, with attribution back to specific disclosures and event windows.

Repo stays private until there is a proposal + baseline results (or an MVP).

Entity Component System Game Engine

Jun 2025 to Present · Charlottesville, VA

C++ECSPerformanceToolsOpenGLImGui
  • Developed a C++20 ECS game engine using SDL3 and OpenGL with an ImGui editor, asset pipeline and profiling tools.
  • Implemented a real-time GPU path tracer via OpenGL compute shaders (progressive accumulation and A-Trous denoising), achieving 200-40 FPS at 1-8 samples per pixel on an RTX 4070 laptop GPU.
  • Redesigned component storage from hash maps to dense arrays, reducing 100k entity add/remove operations from 99.8ms to 11.8ms (~88% reduction, 8.5x faster); and system-update time from 39.8ms to 6.93ms (~83% reduction, 5.7x faster); scaled to multi-million polygon scenes with ~27.8 ns component lookup.

Public repo. WIP; happy to walk through architecture and performance optimizations in detail on request.

Self-Hosted AI Infrastructure Lab

Jun 2025 to Present · Charlottesville, VA

PythonHugging FaceOllamaLinuxSystems
  • Built and operate a self-hosted homelab for local LLM inference and multiplayer game services, prioritizing privacy, transparency, and control over third-party cloud platforms.
  • Implemented secure remote access over SSH and designed architecture for decentralized self-hosted services, with expansion paths for mesh VPN and DNS-layer filtering.
  • Developed a custom UI for tokenization and model interaction to accelerate local inference, fine-tuning, and iterative model testing.

Eggs by the Dozen

Apr 2024 · University of Virginia

Computer VisionOpenCVExpress.jsDocker
  • Collaborated on a 5-member team to build a Dockerized full-stack parasite-screening app with HTML/CSS/JavaScript, Express.js, and Python/OpenCV, automating McMaster-slide analysis for sheep and goat samples.
  • Designed a feature-based CV pipeline using grayscale blur, thresholding, contour detection, and ellipse/shape-color matching to estimate eggs per gram under iPhone 6 and low-connectivity constraints, avoiding CNNs due to limited labeled data.
  • Improved threshold selection from a fixed value to modified Otsu with a translational shift, enabling correct health-condition classification on all test samples while reducing testing cost and turnaround versus the manual McMaster workflow.

Agentic RPG Arbiter

Aug 2025 · Charlottesville, VA

LLMAgentic SystemsGame DesignState
  • Built a chat-driven RPG arbiter that converts player dialogue into persistent state flags and event triggers, enabling branching narrative and adaptive encounters.
  • Added lightweight memory and session persistence to maintain narrative continuity across multi-turn interactions in a text-adventure game loop.
  • Prototyped agentic interaction patterns for games, focusing on stateful control flow and dialogue-to-action mapping.

Mycorrhizal Fungi Inoculation in Soybeans

Feb 2023 · Chesapeake Bay Governor’s School Symposium

ResearchExperiment DesignStatistics
  • Ran controlled inoculation study on soybeans (n=60, 6 groups, 2 trials) under 70% / 100% / 130% water-holding capacity over 7-8 weeks.
  • Found significant differences in shoot dry mass (p=0.007-0.023) and chlorophyll (p=0.014-0.032); presented at Chesapeake Bay Governor’s School symposium (VCU).

I do not have screenshots yet for a couple of these. I can add quick walkthrough GIFs and short clips as I package repos for public release.

Toolkit

Skills

Languages

C and C++, Python, SQL, Java, JavaScript and TypeScript, C#, Rust

AI and ML

PyTorch, TensorFlow, OpenCV, Hugging Face, Ollama

Web and Backend

Node.js, Express, MongoDB

Systems and Graphics

Linux, Git, SDL3, OpenGL 3.3 and 4.3, Vulkan 1.3, DirectX 11

Background

Education

University of Virginia, School of Engineering and Applied Science

Expected May 2027

BS in Computer Science (AI focal path), Engineering Business minor

GPA 3.5

Rappahannock Community College

Aug 2019 to May 2023

Associate of Arts and Science, Summa Cum Laude

GPA 4.0

Document

Resume

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What am I up to?

Now

What I am reading

Cover of The King in Yellow

The King in Yellow by Robert W. Chambers

“What a precious triple donkey I had made of myself!”

What I am listening to

Last.fm now playing unavailable.

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Get in touch

Contact

Best way to reach me is email. LinkedIn also works.

EmailLinkedIn
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