Semih Güreşçi

GPU Rendering & Performance Engineer

I build performance-critical real-time rendering systems for mobile and XR platforms, with a focus on C++, Vulkan, GPU optimization, memory-efficient pipelines, and data-oriented engine design.

C++ / Vulkan Mobile XR Tile-Based GPUs RenderDoc / Nsight
10+ years
Graphics, simulation, and XR engineering
Vulkan
Rendering architecture and GPU performance work
Mobile XR
Real-time systems tuned for constrained devices
GPU Performance
Profiling, optimization, and memory-aware rendering pipelines

About

I am a graphics engineer specializing in Vulkan-based rendering, GPU performance optimization, and rendering architecture for mobile and XR systems. My background spans AR headset rendering, simulation and training platforms, technical leadership in mobile graphics, and reproducible GPU benchmark development.

What I focus on

Building rendering systems that are fast, measurable, and maintainable under real platform constraints such as bandwidth, memory pressure, and synchronization cost.

What I value

Clear architecture, data-oriented thinking, strong profiling discipline, and technical work that can be explained with concrete performance outcomes.

Core expertise

The areas where I bring the most value: graphics architecture, GPU efficiency, and performance-critical engineering for real-time systems.

Rendering & GPU Systems

Vulkan, OpenGL, OpenXR, multiview stereo rendering, tile-based rendering, compute pipelines, volume rendering, and memory-aware pipeline design.

Performance Engineering

GPU profiling, bottleneck analysis, cache-aware data layout, coalesced access patterns, synchronization strategy, and memory bandwidth reduction.

Engineering Stack

C++, C, GLSL, Python, CMake, Git, RenderDoc, Nsight, Android, Linux, and Windows for production and experimental workflows.

C++ Vulkan GPU Optimization Tile-Based Rendering Multiview Volume Rendering Compute Pipelines VMA Synchronization RenderDoc Nsight Android / Adreno

Featured projects

A selection of work that best represents my technical direction: rendering architecture, GPU behavior, and reproducible engineering.

GPU Memory Access & Cache Behavior Benchmark Suite

Experiments comparing AoS vs SoA, coalesced vs strided access, and GPU memory layouts to analyze cache behavior and bandwidth.

VulkanSceneRenderer

Cross-platform Vulkan project covering core Vulkan features on Windows and Linux, built with CMake and vcpkg-based dependency management.

vk-profiling-benchmark

A focused playground for GPU profiling experiments, measurement workflows, and performance analysis across graphics workloads.

Featured blogs

Technical deep dives into GPU performance, rendering techniques, and engineering insights.

What Experiments 01-05 Teach About GPU Memory

GPU · May 20, 2026

The first five experiments in the GPU memory access benchmark are best understood as the foundation layer of the suit...

What Experiment 06 Teaches About GPU Memory: AoS vs SoA

GPU · May 20, 2026

Experiment 06 is where the GPU memory access benchmark stops asking “can we measure GPU memory correctly?” and starts...

Announcing VulkanSceneRenderer

Vulkan · May 01, 2026

VulkanSceneRenderer is a C++23 Vulkan renderer built for real-time glTF scene rendering, physically based materials, ...

Experience

My path across computer graphics, simulation, VR, mobile rendering, and performance-focused engineering.

2022 — Present
Computer Graphics Engineer
Arspectra Sàrl · Luxembourg

Architected and optimized GPU pipelines for mobile XR systems, focusing on Vulkan multiview, tile-based rendering, GPU memory systems, and sparse volume rendering performance.

2020 — 2021
Technical Lead (Mobile Graphics)
Roar Games Studio · Ankara

Led technical development for 40+ mobile game prototypes, defining rendering direction and low-level CPU/GPU optimization strategies.

2016 — 2020
Senior Game Developer (Simulation / VR)
SimBT · Ankara

Developed real-time simulation and training systems including VR navigation training, military simulations, and geographic visualization tools.

2015 — 2016
Game Developer (VR Systems)
A Information Technologies · Ankara

Worked on VR simulation systems with motion tracking, real-time interaction pipelines, and immersive application development.

Contact

For collaborations and graphics-focused conversations.

Let's connect

semih.guresci@gmail.com · Luxembourg