Dan Ginsburg

Owner Principal at Upsample Software, LLC

Southborough, Massachusetts, United States
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Summary

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Rockstar
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Top School
Dan Ginsburg is the founder and principal of Upsample Software with 14+ years delivering high-performance 3D graphics and GPU compute solutions across games, medical imaging, and embedded platforms. An expert in Vulkan, OpenGL/EGL, OpenCL and shader toolchains, he has shipped renderers and optimizations for Valve’s Source 2 engine (including work on Counter-Strike 2 and Half-Life: Alyx) and contributed bug fixes and Metal backend features to the widely used MoltenVK Vulkan portability layer. He co-authored multiple authoritative graphics programming guides and maintains a strong cross-platform focus—Qt, Linux, iOS/Android, Windows and Mac—bridging low-level GPU work with application tooling. Comfortable in C/C++ and shader languages (GLSL/HLSL) and experienced with CUDA, his consulting practice tackles performance-critical rendering, portability and profiling problems at scale. A pragmatic engineer, he pairs academic rigor (WPI BS, Bentley MBA) with hands-on open-standards advocacy in Khronos working groups.
code15 years of coding experience
job13 years of employment as a software developer
bookBS, Computer Science, BS, Computer Science at Worcester Polytechnic Institute
bookMBA, MBA at Bentley University
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Github Skills (17)

vulkan10
ios10
c-language10
graphics-engine10
c1110
c1710
metal10
portability10
cprogramming-language10
android-development9
multithreading9
cmake9
performance-optimization9
macos9
compression8

Programming languages (7)

C++CObjective-C++TeXGoHTMLGLSL

Github contributions (5)

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danginsburg/opengles3-book

Dec 2012 - May 2021

OpenGL ES 3.0 Programming Guide Sample Code
Role in this project:
userFull-stack Developer
Contributions:73 commits, 6 PRs, 6 pushes in 8 years 5 months
Contributions summary:Dan made changes to improve portability and build compatibility of the OpenGL ES 3.0 programming guide sample code. They moved the `main()` function and TGA loading code for improved portability across different platforms. They also updated the example code to build and run on Android and iOS platforms. These changes included creating platform-specific entry points and build files, making the code more adaptable and easier to deploy.
opengl-es
KhronosGroup/MoltenVK

Jan 2018 - Jun 2021

MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple's Metal graphics framework, enabling Vulkan applications to run on macOS, iOS and tvOS.
Role in this project:
userSoftware Engineer (Graphics/Metal)
Contributions:1 review, 23 commits, 16 PRs in 3 years 5 months
Contributions summary:Dan primarily contributed to the MoltenVK project, a Vulkan portability implementation, by fixing bugs, improving stability, and adding features related to its Metal backend. Their work involved modifying code to correctly handle image views, render pass attachments, and blitting operations within the Metal framework. They also addressed thread safety issues, and performance optimizations, particularly in areas related to texture uploads and vsync synchronization. Furthermore, they added support for VK_GOOGLE_display_timing and DXT1 texture compression.
graphiciosmacosmoltenvktvos
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