Search Results
Your search for "vulkan" returned the below results for sessions and speakers.
Sponsor Speakers: Chris Torne (Qualcomm Technologies, Inc.), Srihari Babu Alla (Qualcomm Technologies, Inc.), Yuhan Zhou (Infold Games)
Location: Room 2024, West Hall
Pass Type:
Festival Pass, Game Changer Pass
Audience Level:
Advanced
Track:
Game & Production Technology
Format:
Partner Developer Summit
Sponsor Speakers: Val O'Donnell (Google Play), Simon Cooke (Google Play), Steven Moreland (Google Play), Mark Dochtermann (Google), Emil Kjæhr (Funday Games)
Location: Room 2009, West Hall
Pass Type:
Festival Pass, Game Changer Pass
Audience Level:
All
Track:
Game & Production Technology
Format:
Panel
Location: Room 3020, West Hall
Pass Type:
Festival Pass, Game Changer Pass
Audience Level:
Advanced
Track:
Game & Production Technology
Format:
Panel
Location: Room 3020, West Hall
Pass Type:
Festival Pass, Game Changer Pass
Audience Level:
Advanced
Track:
Game & Production Technology
Format:
Panel
Title: Director of Engineering
Company: Qualcomm Technologies, Inc.
Srihari Babu Alla is the Director of Engineering at Qualcomm Technologies, Inc. leading teams responsible for GPU architecture, pre-silicon development, bring-up, and commercialization across multiple generations of Adreno GPUs. With over 21 years of experience spanning GPU hardware, software, and device drivers, he has deep expertise in embedded systems, real-time operating systems, and graphics technologies including OpenGL and Vulkan. Srihari holds multiple patents in GPU hardware and software optimization and is passionate about building high performance, robust solutions that push the boundaries of user experience and enable next generation innovation.
Title: Staff Engineer and Graphics Programmer
Company: Qualcomm Technologies, Inc.
Matthew Hoffman is a graphics programmer with over 10 years of experience at Qualcomm Technologies, Inc. working on the Qualcomm® Adreno GPU. He has worked on developing test content, including many initial tests for the Vulkan API and initial Virtual Reality features. He has worked on internal performance metrics and benchmark engagements. Currently, he works to add new features and performance improvements to various game engines.
Title: Software Engineer
Company: NVIDIA
Di Lu is a Graphics Profiling Tools Engineer at NVIDIA, where she works on the Nsight Graphics team developing GPU Trace. She focuses on how GPU hardware executes Vulkan/DX12 workloads, building tools that reveal performance behavior at the instruction and shader level. Her interests center on hardware–software interactions for real time ray tracing and neural shading technologies. Di recently led a GPU Trace lab session at SIGGRAPH 2025, sharing techniques for diagnosing shader performance bottlenecks with game developers.
Title: Sr. Director of Engineering
Company: NVIDIA
Martin heads up Raytracing at NVIDIA as a Senior Director of Engineering. As one of the original authors of OptiX in 2008, and after a brief stint in hardware architecture working on the Maxwell SM, Martin went on to lead design and development of the software stack that powered the launch of RTX hardware raytracing in 2018. His team's responsibilities today include the development of all of NVIDIA's raytracing APIs and platforms (DirectX, Vulkan, OptiX/CUDA, Switch 2), the continuous research of future raytracing capabilities in hardware and software, and direct work with partner ISVs in the gaming and professional applications space.
Title: Senior Staff Engineer
Company: Qualcomm Technologies, Inc.
Christophe Torne is a Senior Staff Engineer at Qualcomm Technologies, Inc. where he focuses on Unreal Engine 5 rendering optimization and feature enablement for the Vulkan SM5 renderer on mobile platforms. Chris previously held a lead position in the graphics test development team where he was involved with Vulkan since its inception. In a previous life, Chris was a game developer, helping ship games on PS3, X360, DX9 and WiiU.