Marcos Slomp is a Senior Research Engineer II in the Greater Seattle Area with 15 years of experience building high-performance graphics and compute systems. He blends research-grade algorithm work—from 4D media capture and dynamic point-cloud compression—to production graphics and GPU backends, having shipped technology at Adobe and SQUARE ENIX. Marcos is a pragmatic performance engineer who has contributed low-level backends and optimizations to well-known open-source projects like Halide and the Tracy profiler, improving D3D11/D3D12 resource management and power-efficient waiting. His background spans academic research, tooling for real-time visualization, and game-engine graphics, which gives him rare depth across algorithms, systems, and tooling. Colleagues rely on him to find and remove subtle synchronization and resource-use bottlenecks while keeping code generators and LLVM integrations robust. He often surfaces non-obvious wins—like resource recycling and quieter busy-wait strategies—that materially reduce runtime costs.
Contributions:15 reviews, 11 PRs, 77 comments in 3 years 10 months
Contributions summary:Marcos primarily contributed to the optimization and refactoring of the D3D11 back-end for the Tracy profiler. Their work involved modifying existing code, particularly within the `TracyD3D11.hpp` file, to improve performance, efficiency, and error handling. The user reworked macros, improved busy-wait mechanisms for better power usage, and addressed various typos. These changes suggest a focus on improving the profiling capabilities of the Tracy library.
a language for fast, portable data-parallel computation
Role in this project:
Back-end Developer & Performance Engineer
Contributions:33 reviews, 17 commits, 36 PRs in 3 years 8 months
Contributions summary:Marcos primarily contributed to the D3D12 compute back-end, implementing and refactoring code related to kernel argument packing, shared memory allocation, and resource management. They focused on optimizing the performance of the D3D12 compute back-end by removing superfluous synchronization points and implementing a resource recycling mechanism. This work involved significant changes to the code generation process and the integration with the LLVM compiler.
computationhexagonhalideparallelgpu
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Marcos Slomp - Senior Research Engineer II at Adobe