Filip Strugar is a Principal DevTech Engineer at NVIDIA with nine years in senior graphics and research roles and a two-decade career in real-time rendering and game engine engineering. He has driven GPU-aware DXR path tracing, screen-space global illumination for low/medium-end hardware, and worked closely with game titles to optimize and validate graphics across DirectX and OpenGL ES. Prior roles at Intel, SEGA and major game studios show deep expertise in performance tuning, platform ports (DX9→DX11), hardware validation and shipped rendering features like tessellation, MSAA and advanced post-process effects. He’s a pragmatic mentor and inventor with multiple granted patents and a track record of translating hardware constraints into practical game-ready solutions. Based in Warwick, UK, Filip combines production game-engine experience with GPU architecture-focused research—often working directly on game codebases to squeeze out performance where it matters most.
Example code for the research paper "Masked Software Occlusion Culling"; implements an efficient alternative to the hierarchical depth buffer algorithm.
Contributions:27 commits, 5 PRs, 23 pushes in 1 year 9 months
bufferhierarchicaldepthbuffer-algorithmocclusion
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