Specialist 3D experience applied close to the hardware

My time at ARM was relatively short, but it forms an important bridge between two decades of real-time 3D work at Superscape and the modern mobile GPU era.

ARM recruited me directly from Superscape for my specialist experience in 3D graphics. I joined a newly formed media division working with the technology ARM had acquired with Falanx, a Norwegian GPU company whose work became the foundation of the Mali product line.

As a Principal Engineer in embedded software, I worked on the software stack needed to make that graphics hardware useful to application and game developers. My particular focus was shader compilers, alongside driver components controlling the operation of the 3D accelerator.

The work drew on the full depth of my graphics background: understanding the high-level intent of rendering code, the constraints of a developing hardware architecture, and the compiler and runtime systems required to translate between them reliably and efficiently.

What this work demonstrates

  • Shader language and compiler implementation
  • GPU drivers and embedded graphics systems
  • Low-level performance and hardware-aware engineering
  • The transfer of deep 3D knowledge between VR, games and silicon platforms

Read Gavin Simpson’s testimonial about working with me at ARM.

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