Experiences
Working on in house engine for Ubisoft Games.
Developing in house real time path tracer Chaos Vantage based on DXR.Many lights solution for real time path tracer. Procedural Clouds.
Team Lead of V-Ray GPU team working on in-house GPU production render engine. Team management, product management. Leading team of 8 engineers through various software releases and delivering business value to customers. Working with Product Managers to create software roadmap and execute it. Doing regular 1 on 1 meetings with team members.
Developing in house GPU renderer - V-Ray GPU. Implement many lights solution for GPU renderer. Implement features like Matte/Shadow Catchers, Displaced 2d geometry in V-Ray GPU. Implemented RTX features inside V-Ray GPU. Implemented Light Cache GI algorithm on the GPU. Profiling and optimization of GPU code.
Mentoring junior developers. R&D in 3D User Interfaces. Responsible for in-house debugging tools. Working directly with clients to resolve performance and usability issues. Maintaining multiple rendering backends - DirectX9/11/12, OpenGL [ES], PlayStation 4, Switch, Unreal Engine 4 RHI.
Developing Core 2D Rendering in-house library used in all products of the company. Researching & developing different 2D rendering algorithm for text, vector graphics, CSS3 effects like shadows and filters. Ported WebCore to use our rendering library. Implemented and improved various graphics API backends. Implemented core box model rendering for html engine. Implemented WebGL 2.0 driver based on in-house technology. Profiling and optimizing html rendering engine.
Developing multiple in-house iOS application. Used technologies - Objective-C, XCode
Writing a simple 2D game with Lua.