Summary
Roman Karpov is a Senior Rendering Engineer with nine years of experience building and optimizing real-time graphics for PC and consoles (PS4/PS5, Xbox One/Series). He specializes in C++ rendering architectures and has implemented DX11/12, Vulkan and DXR-based features, including a personal DX12/Vulkan engine with GPU raytracing used for rapid prototyping. Roman has delivered production features like SSR, TAA and motion blur, led optimizations that yielded up to 30% frame‑time improvements, and architected multithreaded, multi‑GPU rendering for simulation platforms. Beyond shipping game features, he has built CPU/GPU software raytracers and a realtime 1spp path tracer with denoising, demonstrating deep hands‑on knowledge of both algorithmic research and practical performance engineering. Based in Saint Petersburg, he combines a researcher’s curiosity with production discipline, frequently turning hobby projects into reusable frameworks for feature validation.
9 years of coding experience
9 years of employment as a software developer
Сибирский Государственный Университет Телекоммуникаций и Информатики