# Austin Smith > Sr. Systems Engineer Location: Oklahoma City, Oklahoma, United States Profile: https://flows.cv/austinsmith My focus is low-level optimization and architecture—lock-free data structures, cache-aware memory design, and squeezing maximum throughput from modern hardware. I work primarily in C++ and C#. Current Work: Building a high-performance Geospatial Terrain Engine featuring single-draw-call rendering, mega-texture streaming, and real-world GIS data processing via GDAL. Selected Projects: D3D12 native libraries bridging Unity's managed runtime to bypass engine limitations LLVM-based compiler implementation (Tyke) Lock-free concurrent systems with cache-line-aware memory layouts Planetary-scale rendering, voxel engines, and procedural terrain generation VR/AR applications across Quest, Index, and Vive platforms Technical Foundation: C/C++, C#, Rust, GLSL/HLSL, DX11/DX12. RAII-based memory architecture with arena allocators. 5+ years in real-time graphics, 7+ years full-stack development. I care about what the CPU is actually doing—not just what the abstractions promise. ## Work Experience ### Senior Software Engineer @ HAVIK Jan 2024 – Present Developed a Equipment Mounting System. Consultation on network transports. ### Software Engineer @ Creoverse Jan 2013 – Present Shader Development: * Simulation of planetary atmosphere. Used precomputed lookup textures for the Attenuation, Inscatter, and Irradiance. Supports Deferred and Forward Rendering. For Deferred I apply the lighting calculations directly to the G-Buffer. For Forward I had to Include the planetary atmosphere calculations with the materials lighting model and used a Post-Process Effect. * Ocean Renderer. Uses a projected grid in view space that intersects with the sphere we call sea-level plus some Gerstner wavetrains. Backend Development: * Planetary Terrain Engine. Features LOD, Gap Correction, Heightmaps with procedural noise layers, and Biomes. * Spatial Caching and streaming. For streaming data efficiently around the player and to make spatial indexes of planetary biomes. * Player System with weapon/tool mounting that supports both Desktop and VR. * UI Builder for procedurally creating forms that match a standard. ### Sr. Software Developer @ Paycom Jan 2018 – Jan 2024 | Oklahoma City, Oklahoma Area Developed the Timecard-Search page for managers. Developed Manager on the go. Took the lead on a multi-year project to effective date the way we pay employees. ### Software Engineer Internship @ Fujitsu Jan 2016 – Jan 2016 | Dallas/Fort Worth Area ●worked​ ​in​ ​manufacturing​ ​operations​ ​and​ ​developed​ ​software​ ​that​ ​aided​ ​in​ ​the​ ​manufacturing​ ​process.    ● Designed​ ​web​ ​pages​ ​for​ ​manufacture​ ​services​ ​and​ ​got​ ​hands​ ​on​ ​experience​ ​with​ ​MVC​ ​models,​ ​ASP.NET,  and​ ​relational​ ​databases​ ​(SQL).    ● Developed​ ​custom​ ​CAD​ ​software​ ​from​ ​the​ ​ground​ ​up​ ​using​ ​OpenGL,​ ​C++,​ ​and​ ​C#.​ ​Provided​ ​the​ ​ability  to​ ​generate​ ​vector​ ​drawn​ ​renderings​ ​of​ ​PCB​ ​board​ ​designs​ ​in​ ​great​ ​detail​ ​​ ​providing​ ​users​ ​with​ ​more  information​ ​and​ ​real-time​ ​responsive​ ​control. ## Education ### Bachelor of Science (B.S.) in Mathematics and Computer Science Angelo State University Jan 2013 – Jan 2017 ### Digital Arts Keller High School Jan 2009 – Jan 2012 ## Contact & Social - LinkedIn: https://linkedin.com/in/austin-smith-177a48120 - GitHub: https://github.com/AustinSmith13 --- Source: https://flows.cv/austinsmith JSON Resume: https://flows.cv/austinsmith/resume.json Last updated: 2026-03-22