Figure 1

Hi! I’m Gabriel da Silva and this is a compression of my history with computer graphics:

Ldirect(ωo)≈∑i=0NΦifr(ωi,ωo)(ωi⋅n^)L_{direct}(\omega_o) \approx \sum_{i=0}^{N}\Phi_if_r(\omega_i, \omega_o)(\omega_i \cdot \hat{n})

I started my career in 2010 as a Junior Software Engineer working with SQL for the government while in high school. During this time I was also involved in gamedev groups and graphics forums, where I developed demos using D3D9 and D3D10. From 2012 onward I have been working solely on rendering technologies, both for real-time and offline graphics, and over the years I kept going lower and lower … all the way down to the GPU’s ISA!

My experience ranges from academic research to rendering engines, broadcasting and GPU architecture R&D. Here is the series guide so far, season by season:

  1. Season 1 2010 – 2017

    Software Engineer · Freelancer

    The pilot: SQL for the city hall of Betim while still in high school, D3D9 and D3D10 demos on gamedev forums, and a little bit of everything for government, academia and open source, in Visual Basic, C/C++, DirectX, OpenGL, Flash and HTML5.

  2. Season 2 2017 – 2021

    Lead Rendering Engineer · P0P Render Team

    Designed and led the P0P real-time DirectX/OpenGL rendering engine in modern, multithreaded C++, from CPU/GPU profiling to turning research into a high-performance rendering pipeline.

    Special episode · 2019 Undergraduate Researcher, UFSJ: A comparative study of BRDFs for real-time rendering. Watch the episode →

  3. Season 3 2021 – 2025

    Senior Software Engineer, R&D Video Mixing · Vizrt

    Broadcasting/Livestreaming wizardry for the TriCaster line: a zero-copy path from Chromium (CEF) into shared GPU memory, artifact-free real-time video cropping, vector-based PSD assets, and modernizing legacy C++.

  4. Season 4 2025 –Now airing

    Embedded Engineering Expert, R&D GPU Architecture · Qubika

    ISA-level compute kernels for next-generation GPUs, silicon validation for high-end APUs, and squeezing every last drop of performance out of Ray Tracing Cores and AI engines.

    Field promotion · Jul 2025 From Senior Embedded Engineer II, R&D Graphics/AI/Compute, to Embedded Engineering Expert, four months in.

After more than 14 years, I still love this stuff! Want the boring, formal version? Here is my resume.

I’m also a HUGE trekker, gamer, metalhead, drummer, strength sports practitioner, gearhead and rat de bibliothèque!