Rendering architecture
Scalable frame architecture, feature integration, data flow, and maintainable graphics code.
Senior Graphics Programmer · Author · Speaker
I build graphics technology for modern game engines, write about GPU programming, and make complex rendering ideas practical.
About me
I am a Senior Graphics Programmer focused on real-time rendering, GPU performance, and robust graphics architecture. My work sits between low-level engineering and visual problem solving.
I also enjoy teaching: through technical writing, speaking, and the practical examples collected in my book.
My book
An introduction to building a complete path tracer with CUDA and DirectX Raytracing.
What I work on
Scalable frame architecture, feature integration, data flow, and maintainable graphics code.
Shaders, compute workloads, synchronization, memory access, and modern API design.
Profiling and optimization focused on meaningful frame-time wins and predictable behavior.
CUDA, DXR, path tracing, acceleration structures, sampling, and practical implementation.
Writing & speaking
Book · Apress
A practical route from foundational ray tracing to a complete GPU path tracer.
View the book ↗Speaking
Sessions on rendering techniques, GPU engineering, and lessons from production.
Invite me to speak ↗Notes
Clear explanations, experiments, and implementation notes for graphics programmers.
Get in touch ↗Let’s connect
For speaking, writing, book-related conversations, or professional networking, send me a note.
fabio.suriano@gmail.com