Robert Gerdisch is a Senior Software Engineer with 12 years of experience building high-performance graphics, mixed reality, and immersive ML systems at Microsoft from low-level DirectX raytracing to WebXR and native XR runtimes. He blends front-end UI craftsmanship in Babylon.js with C++/OpenXR and native platform work on BabylonNative and DirectX samples, helping bring Unity MRTK shaders and single-pass multi-view rendering to Web and HoloLens with a focus on 60fps performance. His portfolio spans museum-grade AR/VR installations—designing continuous, artist-driven simulations and mobile AR experiences—and production engineering for SteamVR and HoloLens integrations. An active open-source contributor, he’s improved real-time rendering materials, WebXR ergonomics, and raytracing performance in prominent repos like Babylon.js and DirectX-Graphics-Samples. Based in Zurich and trained at Yale in Computer Science and French, he combines deep graphics systems expertise with a knack for making technically ambitious interactive experiences feel polished and reliable. Notably, he has a track record of shipping both creative, long-running simulations for exhibitions and hard real-time engine improvements that translate directly into smoother, more immersive user experiences.
12 years of coding experience
7 years of employment as a software developer
High School, High School at Park Tudor School
Bachelor of Science - BS with Distinction Computer Science & French, Bachelor of Science - BS with Distinction Computer Science & French at Yale University
Build cross-platform native applications with the power of the Babylon.js JavaScript framework
Role in this project:
Full-stack Developer
Contributions:83 reviews, 34 commits, 71 PRs in 1 year 11 months
Contributions summary:Robert contributed to cross-platform native application development by implementing and refining features within the Babylon.js JavaScript framework. Their work involved removing obsolete code, specifically related to `bgfx::touch`, and creating an OpenXR anchoring polyfill. Furthermore, they improved framebuffer view logic and addressed code style issues by converting tabs to spaces. The user also added support for Chrome DevTools and enhanced the HoloLens integration with clear color and transparency settings.
This repo contains the DirectX Graphics samples that demonstrate how to build graphics intensive applications on Windows.
Role in this project:
Back-end Developer
Contributions:12 commits, 27 PRs, 121 pushes in 2 months
Contributions summary:Robert primarily focused on optimizing the ray tracing fallback layer within the DirectX graphics samples. They introduced and refined features related to geometry flags, AABB refitting, and treelet reordering for performance improvements. Additionally, the user modified code related to morton codes and made changes to other supporting files. These efforts appear to be focused on improving the efficiency and functionality of the ray tracing implementation within the sample repository.
windowsdirectx-11directx12directxintensive
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Robert Gerdisch - Senior Software Engineer at Microsoft