Gunnar Sletta

Principal Software Engineer at reMarkable

Norway
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Summary

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Senior
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Top School
Gunnar Sletta is a Principal Software Engineer based in Norway with over two decades of deep experience in graphics, OpenGL, C++ and Qt, and roughly 12 years in roles focused on professional engineering and leadership. A long-time core contributor to Qt since 2002, he drove the Qt Quick scene graph renderer and render-thread animation system and has a habit of turning performance bottlenecks into silky smooth 60 fps experiences on constrained devices. As co-founder of Crimson AS and former principal at Digia/Nokia, he blends pragmatic architecture and clean design with the willingness to apply surgical hacks when they win performance. His open-source work includes critical backend and performance improvements to qtdeclarative, such as scene graph refactors and texture-handling strategies for GL limits. Gunnar pairs product-facing delivery with low-level optimization craft, making him equally comfortable shaping roadmaps or squashing elusive rendering bugs.
code12 years of coding experience
job12 years of employment as a software developer
bookCand. Scient. Computer Science, Cand. Scient. Computer Science at University of Oslo
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Stackoverflow

Stats
81reputation
8kreached
1answer
0questions
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Github Skills (8)

performance-tuning10
debugging10
debug10
c-language10
cprogramming-language10
opengl10
qtquick6
qt6

Programming languages (3)

QMLC++C

Github contributions (5)

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qt/qtdeclarative

Jan 2014 - Oct 2017

Qt Declarative (Quick 2)
Role in this project:
userBack-end Developer & Performance Engineer
Contributions:209 commits in 3 years 10 months
Contributions summary:Gunnar focused on debugging and optimizing the Qt Declarative scene graph rendering engine. Their work primarily involved refactoring existing code to utilize `qDebug` for debugging, replacing `printf` to improve output synchronization. They identified and addressed performance issues by optimizing the code paths, and introduced mechanisms for rendering without a depth buffer and for handling textures that exceed the GL texture limits. Additionally, they improved the rendering pipeline with the addition of various optimizations.
qmlnimbledeclarativeqt5qt
Contributions:21 commits in 2 years 3 months
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Gunnar Sletta - Principal Software Engineer at reMarkable