I'm a graphics and GPU engineer. Most of my work sits between rendering code and the hardware it runs on, and lately I've been building systems that orchestrate AI agents.
At AMD I work on Unreal Engine integration for AMD's GPU features, including the FSR plugin and the Neural Network Engine plugin. Before that I was at Wargaming, first on the World of Tanks: HEAT engine team and then on the World of Tanks graphics team. I studied computer engineering at ETF Belgrade.
| Project | What it is |
|---|---|
| Snowstorm Engine | C++20 and Vulkan engine with a hybrid renderer. Ray-traced shadows, AO, reflections and GI on top of a raster pass, SVGF denoising, neural super-resolution |
| Shader Arena | An LLM writes GLSL shaders, a vision model judges what they render, and the best ones get mutated. 2nd overall at the Grok Bot Serbia Hackathon 2026 (live) |
| Infinite Dreams | Differential evolution autotuner for a tiled FP16 CUDA GEMM |
| MAGI | Local multi-agent council where three LLM personas debate a problem and vote, running on Ollama |
| Thunderstrike | Preemptive RISC-V kernel written from scratch in C++ |
| The Final Frontier | Image processing routines optimized with SIMD intrinsics and multithreading |
Older hardware and toolchain projects: Whitebeard (8-bit CPU on an FPGA running Pong), RAD-V (RV32IM on an FPGA running Asteroids), Radiance (assembler, linker and emulator), Babylon (compiler for a Java-like language).
