Gabe Dagani

Sr. Director, GPU SW at Samsung Austin Research and Development Center (SARC) and Advanced Computing Lab (ACL)

Austin, Texas, United States
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Summary

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Rockstar
🎓
Top School
Gabe Dagani is a seasoned GPU software leader based in Austin with over a decade of deep expertise spanning mobile and desktop graphics, driver development, shader compilers, and real-time multimedia codecs. Currently Sr. Director of GPU SW at Samsung ACL/SARC, he has led SoC domain architecture for camera/video/graphics pipelines and driven graphics API translation efforts atop OpenGL and Vulkan. His background includes low-level driver work at Intel, AAA game rendering at Electronic Arts, and graphics virtualization at VMware, giving him rare end-to-end insight from silicon to console. An active contributor to projects like apitrace—where he improved MSAA texture handling—he blends hands-on engineering with strategic leadership to ship reliable, high-performance graphics software. He also brings an interdisciplinary foundation from biomedical engineering and early DSP work, which informs a systems-minded approach to performance and cross-domain integration.
code8 years of coding experience
job21 years of employment as a software developer
bookBS Computer Engineering, BS Computer Engineering at University of Cincinnati
bookMaster of Engineering - MEng Biomedical Engineering, Master of Engineering - MEng Biomedical Engineering at The University of Texas at Austin
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Github Skills (7)

debugging10
debug10
c-language10
cprogramming-language10
opengl10
direct3d9
opengl-es8

Programming languages (1)

C++

Github contributions (1)

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apitrace/apitrace

Nov 2017 - Jan 2018

Tools for tracing OpenGL, Direct3D, and other graphics APIs
Role in this project:
userSoftware Engineer
Contributions:6 commits, 8 PRs, 6 pushes in 1 month
Contributions summary:Gabe primarily contributed to the `glstate_images.cpp` file, focusing on MSAA (Multisample Anti-Aliasing) texture handling within the OpenGL tracing and retrace tools. Their work included implementing features to resolve and unresolve MSAA textures, extending support for depth and stencil buffers, and fixing related warnings. The user modified shaders and the texture handling logic to achieve these features.
bgfxd3d11opengl-esdirectxdirectx-12
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Gabe Dagani - Sr. Director, GPU SW at Samsung Austin Research and Development Center (SARC) and Advanced Computing Lab (ACL)