Laura Hermanns

UnrealEngine DevTech Engineer at Intel

Garner, North Carolina, United States
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Summary

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Laura Hermanns is an experienced software engineer with 13 years focused on graphics, shader toolchains, and compiler backends, currently developing shader tooling at Epic Games and contributing at Intel. She has deep hands-on expertise across OpenGL, Metal, DirectX, and SPIR-V, having implemented critical backend features for projects like SPIRV-Cross, DirectXShaderCompiler, and the Kode/Kore game library. Her work includes pragmatic solutions for platform-specific quirks—such as emulating cube array textures and supporting Metal texture buffers—and low-level graphics refactors that broaden cross-platform support. Previously she built the 3D visualizer foundation for MA Lighting’s grandMA 3 consoles, demonstrating product-focused engineering in addition to tooling. A Darmstadt-trained computer scientist, she blends compiler-level thinking with practical graphics engineering and is an active open-source contributor to well-known graphics toolchains. Colleagues describe her as a meticulous backend developer who surfaces non-obvious compatibility fixes that save downstream teams time.
code14 years of coding experience
job8 years of employment as a software developer
bookTechnischen Universität Darmstadt
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Github Skills (26)

spirv10
c-language10
shader10
compilation10
shaderc10
direct3d10
graphics-programming10
compile10
compiler10
hlsl10
cprogramming-language10
opengl10
llvm9
graphics2d9
graphic9

Programming languages (5)

C++CCMakeHTMLGLSL

Github contributions (5)

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LukasBanana/LLGL

Jul 2016 - Jan 2023

Low Level Graphics Library (LLGL) is a thin abstraction layer for the modern graphics APIs OpenGL, Direct3D, Vulkan, and Metal
Role in this project:
userBackend Developer
Contributions:5 releases, 119 reviews, 2343 commits in 6 years 7 months
Contributions summary:Laura's commits primarily involved refactoring and renaming various graphics library components related to buffer binding flags and resource management. They also implemented the "GetWorkGroupSize" function for D3D11 and D3D12 backends, and added new formats, including sRGB, to the existing "Format" enum and its corresponding conversion functions. These changes indicate a focus on optimizing and expanding the functionality of the low-level graphics library, specifically addressing the Metal backend and ensuring broader support for texture formats.
direct3dgraphicopenglvulkanrenderer
KhronosGroup/SPIRV-Cross

Sep 2019 - Jan 2023

SPIRV-Cross is a practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages.
Role in this project:
userBack-end Developer
Contributions:7 reviews, 26 commits, 8 PRs in 3 years 4 months
Contributions summary:Laura primarily contributed to the SPIRV-Cross project by implementing and refining Metal shader compilation features. Their work involved adapting the code to support Metal's specific requirements, including texture buffer handling and shader language features. They also added and improved compatibility, such as implementing a mechanism for emulating cube array textures and addressing various code generation issues to ensure correct shader output for the Metal platform. Additionally, they made general code improvements and optimizations.
reflectionspirv
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