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