Antonio Espinosa

> Rendering Engineer & Ph.D. Researcher_

Graphics Engineer specialized in low-level APIs (DirectX 12, Vulkan) and real-time rendering architecture. Proven track record of shipping AAA titles and developing high-performance solutions for both production and academic research. Particularly drawn to roles involving custom engine architecture, GPU optimization, and the implementation of state-of-the-art rendering techniques.

C++ Vulkan DirectX 12 OpenGL GLSL / HLSL GPU Compute GPU-Driven Rendering
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Experience

Feb 2026 - Present

Rendering Engineer

Grip Studios, Remote

  • Primary engineer responsible for implementing the DirectX 12 graphics backend from scratch for the Xbox Series X|S versions of Mafia: Definitive Edition and Mafia III, seamlessly integrating it into the engine's existing RHI.
  • Modernized the legacy RHI architecture to support modern graphics API paradigms, designing and implementing a custom resource state tracker and frame synchronization mechanisms.
  • Assisted the AGC counterpart implementation for PlayStation 5, adapting backend modules to ensure parity and consistent performance across current-gen consoles.
  • Optimized CPU and GPU performance by profiling workloads, eliminating legacy renderer bottlenecks, and refining core algorithmic logic.
Jan 2025 - Feb 2026

Graphics Engineer

Seabery Soluciones S.L, Madrid (Hybrid)

  • Achieved a 200% rendering performance increase by resolving wait-idle pipeline bottlenecks and implementing a custom Vulkan resource state tracker for automatic barrier generation, following an extensive profiling audit.
  • Architected a new GPU scene management system to efficiently translate high-level assets into optimized GPU resources, synchronizing acceleration structure creation and maximizing operation batching.
Sept 2023 - Jan 2025

Research Fellow

MSLab - Rey Juan Carlos University, Madrid (On-site)

  • Engineered an extensible Vulkan renderer for a European R&D project on ML-driven avatar visualization, specifically designed for real-time human hair and skin shading.
  • Designed a light-weight API closely mapped to the RHI to enable rapid prototyping of rendering techniques without high-level framework bloat.
  • Delivered lectures to Master's students in advanced 3D mathematics and rendering techniques using Vulkan API.
Jan 2023 - Jul 2023

Graphics Engineer Intern

SEDDI / Desilico, Madrid (Hybrid)

  • Implemented a real-time WebGL fur rendering and combing system within the proprietary Three.js-based engine (Author) by researching and adapting academic papers on hair illumination algorithms.

Selected Works

Cornell box scene rendered in real time with Axion Engine

Axion Engine

High-performance, graphics-API-agnostic render engine (C++, Slang, Vulkan, DirectX 12) built to scale from experimental rendering research to fully featured real-time applications. Features a RenderGraph with automatic barrier insertion and transient resource management, and a GPU-driven pipeline using mesh shaders, indirect drawing, compute-based culling and pure bindless architecture powered by a hot-reloaded Slang shader system. Includes Nanite-inspired geometry rendering built on meshlets and a Visibility Buffer.

View Source :: GitHub →
Plaid cloth simulated in real time on a red frame

Cloth Behaviour Simulation

Physically based simulation modeling complex fabric interactions using Compute Shaders.

View Source :: GitHub →
Sponza atrium with an armored knight on horseback rendered with the Vulkan engine

Vulkan Custom Renderer

Comprehensive 3D rendering library (C++, Vulkan, GLSL) acting as an accessible wrapper for verbose Vulkan API components. Features forward and deferred pipelines built from scratch, Global Illumination using Voxel Cone Tracing, Diffuse and Specular IBL, Physically Based Bloom (CoD), raytraced shadows/AO and SSR.

⭐ Valued by the community with 40+ stars on GitHub

View Source :: GitHub →
Greek temple scene rendered with the OpenGL renderer and its settings UI

OpenGL Renderer

Real-time graphics pipeline implementation showcasing fundamental computer graphics algorithms.

View Source :: GitHub →
Stanford bunny with real-time fur rendered in WebGL

WebGL Real-Time Fur

Browser-based real-time fur rendering and combing system using WebGL and custom shader programming, developed during an internship at SEDDI by adapting academic papers on hair illumination algorithms.

View Source :: GitHub →
Gears Of Hell title artwork with a steampunk city

Gears Of Hell

Game development project featuring custom graphics integration and internal tooling.

View Source :: GitHub →

Education

2024 - Present

PhD Candidate in Computer Graphics

Rey Juan Carlos University, Madrid

  • Researching and developing inverse rendering pipelines to extract complex hair material parameters from both synthetic (Mitsuba Renderer) and real-world photographic datasets.
  • Tackling global illumination inversion challenges to infer hair physical material parameters, serving as priors for a potential ML-driven hair neural material.
  • Engineered a volumetric hair GI pipeline based on Cem Yuksel's dual scattering approximation, implementing raymarching techniques to accurately simulate complex light transport through the hair volume.
2023 - 2024

Master's Degree in Computer Graphics

Rey Juan Carlos University, Madrid | First in Class (9.2/10 GPA)

2019 - 2023

Degree in Videogame Development

Rey Juan Carlos University, Madrid

Skills

Programming Languages

Advanced
C++ C GLSL HLSL C#
Familiar
Slang Python JS

APIs

Advanced
Vulkan DirectX 12 Xbox OpenGL
Familiar
PS5 CUDA NVDiffRast PyTorch

Engines & Tools

Advanced
Proprietary Engines RenderDoc PIX Razor Perforce Unity
Familiar
Unreal Engine Three.js

Techniques

Advanced
GPU Optimization Rasterization Rendergraph GPU-Driven Rendering
Familiar
Real-time Path Tracing Neural Rendering

Languages

Spanish :: Native English :: Cambridge C1 Japanese :: Basic

3D Art

3D model of a samurai kabuto helmet with a golden dragon crest and a red mask

Kabuto

Beyond rendering, 3D art is a personal hobby. This samurai kabuto helmet is my own work.

View Portfolio :: ArtStation →

Connect

Email ↗ GitHub ↗ LinkedIn ↗ +34 662 127 991 Madrid