Alexey Sorokin is a seasoned systems software leader with over 10 years at NVIDIA, now serving as Director of System Software in San Jose, specializing in GPU, GPGPU, OpenGL and test automation. He blends hands‑on backend engineering—demonstrated by substantive open‑source contributions to Vulkan ray‑tracing (NVRHI) and the RTX Quake II project—with team and program leadership across system software groups. Alexey’s work shows a strong focus on low‑level performance and correctness, from GPU acceleration-structure APIs to shader compiler fixes in Slang. Trained in innovation management, he pairs technical depth with a pragmatic product mindset and a knack for shipping complex graphics and tooling features that improve developer workflows.
10 years of coding experience
18 years of employment as a software developer
BS, Innovation management, BS, Innovation management at State University of Management
NVIDIA’s implementation of RTX ray-tracing in Quake II
Role in this project:
Back-end Developer
Contributions:8 releases, 12 reviews, 510 commits in 3 years 7 months
Contributions summary:Alexey's contributions primarily involved adding and improving features for the RTX ray tracing implementation in Quake II. Their work included adding OGG Vorbis music support adapted from Yamagi Quake 2, implementing a system to make the emissive shell brightness depend on average scene brightness, and refactoring the direct lighting code. The user also fixed various issues related to shadowing, light calculations, and memory management within the ray tracing pipeline.
Contributions:50 commits, 20 PRs, 110 pushes in 1 year 6 months
Contributions summary:Alexey primarily focused on enhancing and expanding the ray tracing capabilities within the Vulkan backend. They added new methods and functionalities, like buildTopLevelAccelStructFromBuffer() and getDeviceAddress(), to support building acceleration structures using GPU-computed instance data. The contributions also included addressing critical issues, fixing missing resource state transitions, and incorporating support for features, such as shared resources flags. These changes show a strong dedication to the optimization and enhancement of the Vulkan ray tracing implementation.
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Alexey Sorokin - Director System Software at NVIDIA