Hybrid Graphics – Mobile GPU Design

Project Description


From 2003 to 2006, I played a crucial role at Hybrid Graphics, where I helped design components of a mobile Graphics Processing Unit (GPU) for an undisclosed client, using System-C and VHDL. I also undertook the ambitious task of building an OpenGL ES shading language compiler entirely from scratch, using C.

My compiler prioritized low memory consumption and was optimized to run efficiently on the limited resources of embedded platforms popular during that era. It provided compatibility across various GPU architectures, catering to a broad range of devices.

As the tech lead of a six-person team, I oversaw comprehensive testing, utilizing automatically generated randomized test cases to ensure the compiler’s reliability and robustness. My leadership ensured the project’s success, delivering a high-quality product tailored to the mobile GPU technology of the time.