Peter Kohaut

Senior Software Engineer at NVIDIA

Zurich, Zurich, Switzerland
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Summary

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Peter Kohaut is a Senior Software Engineer based in Zurich with over a decade of experience specializing in low-level computer graphics and Vulkan driver development, currently contributing at NVIDIA. He combines deep systems expertise in C/C++, x86 assembly and GPU shader/trace analysis with a strong enterprise background as a former software architect and team lead across Java and .NET stacks. Peter led Vulkan driver teams at Arm, driving performance, power and CTS conformance while participating in Khronos discussions and Android/AOSP integration. He pairs hands-on debugging skills (SPIR-V, assembly, command streams) with architecture-level thinking—having designed integrations, security decisions and development processes for enterprise projects. An active open-source contributor, he enhanced ScummVM’s Tinsel engine for Discworld Noir, demonstrating both reverse-engineering aptitude and care for legacy game logic. Colleagues rely on him for pragmatic optimizations, cross-platform depth, and mentoring that bridges low-level graphics engineering and high-level system design.
code10 years of coding experience
job21 years of employment as a software developer
bookBachelor, Informatics, Bachelor, Informatics at Slovenská technická univerzita v Bratislave
bookHigh School, Telecommunications & Electrical Engineering, High School, Telecommunications & Electrical Engineering at SPŠ Elektrotechnická, K.Adlera 5, Bratislava
languagesEnglish, Slovak, German, Czech, Norwegian
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Github Skills (8)

engine10
c-language10
game-development10
cprogramming-language10
game-engine10
game-dev10
adventure10
3d-rendering9

Programming languages (6)

TypeScriptC++OpenSCADPHPHTMLPython

Github contributions (5)

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scummvm/scummvm

Sep 2015 - Jun 2022

ScummVM main repository
Role in this project:
userBack-end Developer
Contributions:5 reviews, 283 commits, 16 PRs in 6 years 10 months
Contributions summary:Peter's primary contribution focused on enhancing the Tinsel engine, specifically within the context of Discworld Noir. Their work involved adding support for new opcodes related to the "Noir" game logic, enabling text rendering with the Noir font, and implementing base support for Noir movers (3D actors). These changes improved the game's functionality and visual fidelity, as evidenced by the addition of features like camera and light parsing. Furthermore, code modifications reflect a deeper understanding of the Tinsel engine's architecture.
scummvmadventure-gamesrpg-enginebadukdm
peterkohaut/tinsel3viewer

Aug 2021 - Nov 2024

Contributions:2 pushes, 1 branch in 3 years 3 months
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