Cambridge, England, United Kingdom
Passionate Graphics Software Engineer with a strong foundation in computer graphics, rendering, and visualisation. With a deep appreciation for the intersection of art and technology, I am dedicated to pushing the boundaries of what is visually possible through innovative software solutions on mobile platforms.Specializing in rendering alongside with game engines such as Unreal/Unity and graphics drivers.
Developing and integrating advanced graphics technologies with Vulkan and GLES to ensure compatibility and peak performance on Arm GPUs, enhancing the visual and operational capabilities of partner applications. Profiling, debugging, and analyzing GPU performance for real-world applications, with a focus on identifying bottlenecks and delivering optimized solutions. Skilled in using Arm’s performance analysis tools and collaborating closely with partners to implement high-impact improvements. Offering in-depth technical support to partners, addressing complex challenges for graphics applications running on Arm hardware. Known for resolving critical compatibility and performance issues, ensuring seamless application performance and partner satisfaction. Representing Arm at industry events and engaging with developers, sharing insights into Arm’s graphics technologies, and boosting visibility and understanding of Arm’s GPU solutions.
Specialized in OpenGL ES/GLSL and Vulkan/HLSL, enhancing the PowerVR SDK with optimized tools and utilities that empower developers to maximize graphics performance and achieve high-quality visuals on PowerVR GPUs. Conducted comprehensive profiling and performance analysis of GPU-bound applications, including games and interactive graphics. Utilized performance tooling to identify areas for optimization, enabling smoother frame rates and reduced rendering times for critical applications. Partnered with clients and internal teams to design optimized, example graphics applications that demonstrate best practices and high-efficiency graphics rendering. Developed utility code that showcases advanced rendering techniques while reducing overhead on PowerVR hardware. Collaborated closely with PowerVR hardware and software teams to ensure seamless integration and peak performance of the entire PowerVR stack. This included addressing compatibility issues and refining interactions between software components and the underlying hardware architecture.
Designed and implemented core software components in C++, including network communication and hardware interfacing, to create high-performance solutions for defense applications. Leveraged Qt for GUI development to ensure seamless and intuitive user interactions within complex simulation environments. Developed Image Generator modules and utilized the Common Image Generator Interface (CIGI) to build immersive, realistic simulation environments for military training platforms. Ensured the seamless integration of visual and sensory elements to meet strict training and accuracy standards. Built high-fidelity visual components using Unity3D and C#, creating graphical workloads that enriched the realism and visual quality of training simulations. These enhancements contributed to more engaging, visually accurate simulations.
- STM is a national military defence company working on the softwares of military defence vehicles. - Designed and developed a tool with C++ using OGR / GDAL libraries for internal uses which aims to process geospatial data.