Hendrik Sorensen

Hello, I'm

Hendrik Sorensen

Software Developer

About Me

Hello! I'm Hendrik Sorensen, a Computer Engineering student at the University of Michigan with a passion for low-level software engineering and systems programming. I specialize in building complex systems from the ground up, from custom assembly languages and operating systems to high-performance graphics engines.

My experience spans multiple domains: I've developed a complete x86-64 Unix-like operating system with process management and memory allocation, created a custom assembly language with compiler toolchain, built a real-time raytraced voxel engine in Vulkan, and contributed to aerospace software at Jovian Software Consulting. I'm particularly drawn to projects that challenge me to understand systems at their fundamental level.

I thrive in environments that require deep technical knowledge and creative problem-solving. Whether it's implementing AR/VR applications for HoloLens 2, optimizing graphics pipelines, or designing low-level system architectures, I enjoy pushing the boundaries of what's possible with code.

C++ C Assembly Operating Systems Compilers Vulkan Ray Tracing AR/VR Unreal Engine React TypeScript Low-Level Programming Systems Programming Computer Graphics

Education

University of Michigan

Bachelor of Science in Computer Engineering

2024 - 2028

Relevant Coursework:

Data Structures and Algorithms Programming and Data Structures Linear Algebra Discrete Math Physics

Experience

Software Engineering Intern

Jovian Software Consulting

Grand Rapids, MI

Summer 2022; Summer 2023 – Fall 2024; Summer 2025

Summer 2025

Contributed to the August 2025 release of TSDK 2.0, a free aerospace data modeling platform designed to replace CAMEO Workbench for government use. Refactored and unified diagram generation in GoJS, simplifying code and reducing duplication. Improved diagram editing UX and performance in a React + MUI desktop app built with Electron. Wrote end-to-end tests in Playwright and resolved critical bugs.

React MUI Electron GoJS Playwright TypeScript

Summer 2023 - Fall 2024

Rebuilt an AR mission planning tool in Unreal Engine (C++) for Hololens 2, replacing a Unity prototype. Implemented terrain rendering with Blender assets, terrain locking in AR, and live vehicle positioning via raycasting and real-time packet streaming for live updates.

Unreal Engine C++ AR/VR Hololens 2 Blender Raycasting

Summer 2022

Prototyped two AR applications for HoloLens 2 using Unity:

  • Mission Control: Visualized terrain and static vehicles for pre-mission planning.
  • Maintenance Control: Overlaid component-level Blackhawk helicopter diagnostics with dynamic maintenance indicators.
Unity C# AR/VR Hololens 2 3D Visualization

Projects

ASM project

HASM (Hendrik's Assembly Language)

A simple assembly language created for Linux with custom compiler and toolchain supporting custom instructions and optimizations.

C Compiler ASM ELF Low-Level
Voxel Engine

Voxel Engine

A custom raytraced voxel engine created in Vulkan with real-time lighting, physics, and procedural generation capabilities.

C++ GLSL Ray Tracing Vulkan GPU Programming
Game Engine

Unix Operating System

A simple, but high performing x86-64 Unix Operating System with a Basic Shell, C Standard Library, Process and Memory Management, and More.

C x86-64 UEFI ASM Unix Low-Level

Contact Me