About
Koji Igarashi
Frontend & Spatial Systems Engineer based in Japan. I build high-performance 3D experiences on the web — measurement systems, CAD-to-web pipelines, and interactive spatial UX.
Background
I work at the intersection of frontend engineering and 3D systems. My focus is taking real-world geometry — CAD models, scanned spaces, architectural data — and turning them into responsive, fast, and intuitive web tools.
The web is becoming a serious 3D platform. I care about the engineering discipline that makes it actually viable: BVH-accelerated raycasting, GPU memory budgets, draw-call reduction, and UX patterns borrowed from desktop CAD that finally work on a laptop browser.
What I do
3D Measurement & Annotation
Click-to-measure tools with vertex/edge/face snapping, dimension labels, and screen-space UI that stays readable at any zoom.
CAD → Web Pipelines
Large GLB/glTF handling, progressive loading, Draco/KTX2 compression, and scalable scene graph architecture.
WebGL Performance
Profiling, instancing, GPU memory budgeting, and frame-time triage. Making heavy scenes feel light.
Spatial UX
Interaction design grounded in CAD/DCC conventions — gizmos, snap UX, contextual labels, and affordances that scale to mobile.
Stack
Languages
- TypeScript / JavaScript
- Ruby
- C++
Frontend
- React / Next.js / Astro
- Three.js / Babylon.js
- Rails
3D / Tooling
- three-mesh-bvh
- glTF / GLB / Draco / KTX2
- Blender / FreeCAD
- GPU profiling (Chrome DevTools, Spector.js)
Experience
- 2025/09 — now
Frontend Engineer
Working as a frontend engineer at a Japanese startup company (Manufacturing, SaaS). Building 3D-first web tools — measurement, annotation, and CAD-to-web pipelines. Performance, testing, and UX polish.
- 2018/10 - 2025/06
Full Stack Engineer
Web product engineering with React / TypeScript, Ruby on Rails. Performance, testing, and UX polish. Building a 3D virtual tour walking through a house on the web.
Connect
Open to interesting work and conversations around 3D web, CAD tooling, and spatial computing.