Daniel Loghin is a senior graphics engineer with 8+ years delivering high-performance, cross-platform rendering systems and tooling for mobile, automotive, web and synthetic-data pipelines. A C++ and graphics specialist (OpenGL, Direct3D, Vulkan, GLSL/HLSL), he has repeatedly driven multi‑x performance wins and shipped production renderers, custom BRDFs, and procedural material systems while owning architecture, hiring and product decisions. He pairs deep R&D—reimplementing papers for performance‑critical use—with hands‑on art skills as a freelance 3D artist and long‑time contributor to the Europa Barbarorum mod that won recognition from Creative Assembly. Recent work spans GPU algorithms, procedural texture graph libraries and UE5/Unity synthetic rendering for computer vision, demonstrating fluency across engines, cloud CI and GPU/CPU optimization. Based in Portugal, he combines strong algorithmic foundations in spatial data structures with a practical talent for shipping tight‑deadline, budget‑constrained graphics projects.
8 years of coding experience
16 years of employment as a software developer
High-School, Mathematics - Informatics, High-School, Mathematics - Informatics at Dragos Voda
Master, Computer Sciene in Engineering, Master, Computer Sciene in Engineering at Universitatea Tehnică din Cluj-Napoca
Templated hierarchical spatial trees designed for high-peformance.
Contributions:3 reviews, 9 commits, 11 PRs in 3 years 4 months
spatial-indexcppspatialtemplatedkd-tree
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