San Francisco, California

Mèir Noordermeer

GPU & systems engineer

I’m a software engineer working at the boundary between hardware and software. I specialize in GPU compute and real-time ray tracing, with a broader background in data-oriented systems, memory architecture, and performance engineering across GPUs and many-core CPUs.

I currently work at Apple. Before that, I built high-performance simulation software at uCrowds. I hold an MSc in Game and Media Technology from Utrecht University.

Most of my current work isn’t public. Additional background is available on LinkedIn.

Focus
C++ / Rust / GPU compute / Ray tracing / Performance engineering
Background
Apple / uCrowds / Utrecht University