I'm Juan García
C++ Software Developer focused on GPU programming, high-performance computing, rendering, and low-level systems engineering. I work across the stack — from SYCL kernels and CUDA path tracers to PBR rendering and engine-level architecture. My background blends mathematics, numerical methods, parallel computing, and graphics.
Since 2017, I’ve been building tools, engines, and compute systems that push performance while staying modern and clean.
🚀 Featured Projects
🔷 FunGT
A C++ graphics/compute engine that integrates OpenGL rasterization, CUDA path-tracing, SYCL kernels, PBR materials, model loading (Assimp), physics utilities, and scene management.
A long-term serious project where I explore real-time and offline rendering pipelines under one framework.
🔗 https://github.com/FunGTs/FunGT
🔷 SYCL-Metal Backend Prototype
An experimental prototype where I work on enabling SYCL to target Apple's Metal shading language.
The project involves converting SPIR-V → MSL, building a minimal device runtime, and exploring what a real SYCL backend for Metal would require.
This includes integrating SPIRV-Cross, testing kernel translation, and designing a backend flow similar to CUDA/HIP targets.
🔗 https://github.com/juanchuletas/sycl-metal-prototype
- C++ / C (performance, memory management, multithreading, templates, SIMD)
- SYCL
- CUDA
- OpenCL
- OpenGL (rasterization, PBR, shaders)
- Numerical methods
- Scientific computing
- Python
- Go



