Silicon design engineer · AMD

Jacob Haydel

I'm a Silicon Design Engineer at AMD. I completed my PhD in computer graphics at the University of Utah, where my research focused on real-time rendering and hardware-accelerated ray tracing.

Jacob Haydel standing on a mountain overlook, backpack on, lake and forested hills behind him
00

Research

Hardware-accelerated ray tracing — memory-efficient acceleration structures, architecture simulation, and level-of-detail.

2026 HPG “Memory-Efficient Bounding Volume Hierarchies with Merged Nodes for Hardware Ray Tracing” Jacob Haydel, Andrew Kensler, Erik Brunvand, Cem Yuksel — Proc. ACM Comput. Graph. Interact. Tech. (Proceedings of HPG 2026), 9, 4, 2026
2025 HPG “Arches: A Cycle Level Simulator for Exploring Massively Parallel Ray Tracing Architectures” Jacob Haydel, Gaurav Bhokare, Kunnong Zeng, Pengpei Hong, Sushant Kondguli, Brian Budge, Erik Brunvand, Cem Yuksel — Computer Graphics Forum (Proceedings of HPG 2025), 44, 8, 2025
2023 SIGA “Locally-Adaptive Level-of-Detail for Hardware-Accelerated Ray Tracing” Jacob Haydel, Cem Yuksel, Larry Seiler — ACM Transactions on Graphics (Proceedings of SIGGRAPH Asia 2023), 42, 6, 2023

01

Curriculum vitae

Education, experience and projects. The PDF is the version of record.

Download PDF ↓

Education

2022–26 Ph.D. in Computing — Graphics & Visualization TrackUniversity of Utah
2017–22 B.S. & M.S. in Computer Science — Graphics & Visualization TrackUniversity of Utah · Magna Cum Laude, Top 3.5%

Experience

2018–26 Research Assistant — Hardware Ray Tracing GroupUniversity of Utah, Salt Lake City, UT — Developed Arches, a cycle-accurate hardware simulator, and used it to investigate new methods to accelerate hardware ray tracing.
2025 Research Intern — Advanced Micro Devices (AMD)Salt Lake City, UT — Investigated BVH construction methods targeting traversal hardware.
2024 Research Intern — NVIDIASanta Clara, CA — Developed a high-performance software replacement for fixed-function tessellation hardware.
2023 Research Intern — Advanced Micro Devices (AMD)Austin, TX — Designed and evaluated shader execution reordering strategies for hardware ray tracing pipelines.
2022 Research Intern — Reality Labs Research, MetaRedmond, WA — Investigated anti-aliasing methods for hardware ray casting in AR/VR applications.
2021 Research Intern — QualcommSalt Lake City, UT — Developed and benchmarked a custom ray tracing architecture for mobile GPUs.
2020 Research Intern — Advanced Micro Devices (AMD)Salt Lake City, UT — Profiled and analyzed ray tracing workloads across modern AAA titles and industry benchmarks.
2019–20 Developer Intern — Scientific Computing & Imaging Institute (SCI)Salt Lake City, UT — Maintained an in-house OpenGL rendering engine.

Projects

C++ Prometheus — Spectral Path TracerFull-featured spectral path tracer with a custom compressed wide BVH, multiple importance sampling, next-event estimation, mesh and image-based lighting, physically based materials, dispersion, spectral reconstruction, texture mapping, depth of field, and volumetric scattering.
C++ Project 8K — Path TracerA CPU path tracer that fits entirely in an 8KiB executable. All windowing, threading, and file I/O are handled directly through the Windows API.
CUDA Scoped Radix Sort — GPU Sorting AlgorithmA high-performance radix sort which executes entirely on a single SM, designed as a proof of concept for local sorting in LBVH construction. Achieves approximately 5× better performance than global sorts like OneSweep.
C++ RA5 — Film Inversion ToolA tool for inverting and editing scans of color negative film.

Awards

2025Utah Teapot Rendering Competition — Winner
2019Utah Teapot Rendering Competition — Winner
2016SIGGRAPH Pioneer Mentor Program — Selected Participant

Technical skills

Category
LanguagesC/C++, Python, GLSL, CUDA, x86 Assembly, RISC-V Assembly
GraphicsOpenGL, physically-based rendering, hardware ray tracing
ResearchGPU architecture simulation, ray tracing pipelines, real-time rendering

02

Contact

Reach out directly, or find the rest of my work elsewhere.