Sergey Ushakov

Sergey Ushakov Email and Phone Number

Software Architecture and C++ Programming @ Primarius Technologies
Sergey Ushakov's Location
Nizhniy Novgorod, Russia, Russian Federation
Sergey Ushakov's Contact Details

Sergey Ushakov work email

Sergey Ushakov personal email

n/a
About Sergey Ushakov

Please note. Linkedin is restricted in Russia Federation. My activity on this account is not guaranteed.Experienced Software Engineer with a demonstrated history of working in the semiconductors industry. Strong engineering professional skilled in Software Architecture, Object Oriented Design, Scrum, Application Architecture, and Extreme Programming.

Sergey Ushakov's Current Company Details
Primarius Technologies

Primarius Technologies

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Software Architecture and C++ Programming
Employees:
3
Sergey Ushakov Work Experience Details
  • Primarius Technologies
    Principal Engineer
    Primarius Technologies May 2023 - Present
    Software engineering team manager role was involved in current duties. New working team was founded.
  • Primarius Technologies
    Principal Engineer
    Primarius Technologies Sep 2022 - Present
    UX/UI development of new company tool including Qt components design and implementation. I'm gathering requirements, making proposals, creating designs, defining components architecture and implementation plans, developing UI modules.
  • Intel Corporation
    Senior Software Development Engineer
    Intel Corporation Mar 2015 - Present
    Nizhny Novgorod Region, Russian Federation
    In 2015 I took responsibility on existing Resource Manager module of GPA Frame Analyzer tool. I implemented the expandable resource viewer, volume and array textures viewer, color picker and color-range adjustments features, which were required to show OpenGL frame texture resources correctly. Besides, I integrated DirectX 12 modules developed by other team. This work required cross geo team collaboration. I designed and implemented universal color converter module by using hard-core C++ templates feature to cover hundreds different texture formats. This feature enabled DirectX 12 native texture formats in a short time.One of my major contribution in 2016 was a reducing of Frame Analyzer tool memory overhead. This work allowed releasing DirectX 12 support with acceptable memory requirements. Also I extended the UI of Frame Analyzer tool by a number of new UI features like color histogram with range and channel selector, color picker with normalized values, vertical image flip. Most of them became available as a result of my universal color converter integration. It improves user experience and makes Frame Analyzer tool more useful.During DirectX 12 integration I identified and analyzed problems with Resource Manager module, did investigation, architectural design and created detailed implementation roadmap to remodel Resource Manager module to make it fully API agnostic and more naturally supporting different APIs. I promoted my research and receiving support from Product Owner and management embarked on implementation during 2017 year. Now the work is close to complete. Similar to the universal color converter, the work done enables a lot of possibilities and features that are not yet available in the Frame Analyzer tool. For example, it enables slick and fast scrub mode asked by customers or precise and fast work with DirectX 12 open ranges which is not covered by Microsoft DirectX 12 debug layer due to complexity.
  • Intel Corporation
    Software Development Engineer
    Intel Corporation Mar 2013 - Mar 2015
    Nizhny Novgorod Region, Russian Federation
    Since 2013 till 2015 I worked on OpenGL frame capture module of Intel GPA project. I designed and implemented a Hook Chain plug-in mode for different parts of GPA Android collector with lowest overhead. This mode is used for measuring collector modules overhead, localization of defects and enabling/disabling experimental code. Besides, I developed key parts of OpenGL ES frame capture, like Program Interfaces, Pipelines, Tessellation, Geometry shader, Indirect Draw, etc. This modules required the deep knowledge of OpenGL API and it's extensions.In 2013 I designed and implemented GPA capture file service to provide up-to-dated list of capture files, it's descriptions and preview images to client applications asynchronously and transparent from local and remote storage. C# (https://software.intel.com/sites/products/documentation/gpa/oading_the_Capture_File.htm) and many QT (https://software.intel.com/en-us/node/597630) clients was implemented and give up. Many different types of capture files and folders was supported by plugin system of this service and shut down. The service works now without significant changes till now.
  • Intel Corporation
    Software Development Engineer
    Intel Corporation Mar 2010 - Mar 2013
    Nizhny Novgorod Region, Russian Federation
    Since 2010 I working in intel GPA (https://software.intel.com/en-us/gpa) project. My significant achievement in 2010-20011 was a network client-server communication layer. It implements multiple asynchronous services available to multiple different clients. I ported this module to multiple platforms, including Android. The flexibility of this component allows to use it at various applications and platforms of GPA project till now.In 2012 I designed and implemented Android Device Manager module in GPA project. This module is a big part of first time released GPA Android support. It automates a lot of communication work and provides one click solution for target application connection. Using this module relieves user from special preparation of Android Device like installation and configuration. Android Device Manager works over existing ADB command line tool and performs communications with multiple Android devices asynchronously.
  • Intel Corporation
    Software Engineer
    Intel Corporation Mar 2007 - Mar 2010
    Nizhny Novgorod Region, Russian Federation
    In 2007-2010 I worked in Intel LarraBee native development project (https://software.intel.com/en-us/articles/larrabee). I created and owned native samples Convolution and FFT_1024 by using new Intel LarraBee native assembler and intrinsic techniques. I did research work to achieve the best performance of the algorithms by using software simulator of new hardware platform to execute performance testing and issue investigation.I also investigated a possibility of C++ code injection into C kernel of LarraBee OS prototype. I ported a part of existing C++ code to C language and implemented C++ classes’ virtual inheritance hierarchy in C. This was the only way to reuse existing code base allowing to save a great deal of development efforts.In 2008 - 2009 I worked on Larrabee graphic samples project. In scope of this work I invented optimized version of GodRays image post-processing algorithm (Kenny Mitchell. GPU Gems 3, Volumetric Light Scattering as a Post-Process) and implemented multi-threading version of the algorithm (https://software.intel.com/sites/default/files/managed/4e/e1/intel_ocl_god_rays.pdf) for Larrabee and AMD64 architectures. These optimization reduces complexity from O(n^3) to O(n^2). The sample was one of few that were implemented in time and included in initial SDK. Also invention disclosure for new optimization was filed. Now colleagues ported the algorithm by using OpenCL library.
  • Intel Corporation
    Software Engineer
    Intel Corporation Jun 2000 - Mar 2007
    Nizhny Novgorod Region, Russian Federation
  • Nstl
    Software Engineer
    Nstl Nov 1998 - May 2000
    Nizhny Novgorod Region, Russian Federation

Sergey Ushakov Skills

C++ Debugging C Software Engineering Intel Scrum Agile Methodolgy Software Design Subversion Parallel Computing Test Driven Development Software Architectural Design Teamwork Application Architecture Object Oriented Design Linux Software Development Multithreading Algorithms Oop Extreme Programming Pair Programming Android Development Agile Methodologies Object Oriented Programming Software Architecture

Sergey Ushakov Education Details

Frequently Asked Questions about Sergey Ushakov

What company does Sergey Ushakov work for?

Sergey Ushakov works for Primarius Technologies

What is Sergey Ushakov's role at the current company?

Sergey Ushakov's current role is Software Architecture and C++ Programming.

What is Sergey Ushakov's email address?

Sergey Ushakov's email address is se****@****tel.com

What schools did Sergey Ushakov attend?

Sergey Ushakov attended State University Of Nizhni Novgorod Named After N.i. Lobachevsky (Unn).

What are some of Sergey Ushakov's interests?

Sergey Ushakov has interest in Self Development, Time Management.

What skills is Sergey Ushakov known for?

Sergey Ushakov has skills like C++, Debugging, C, Software Engineering, Intel, Scrum, Agile Methodolgy, Software Design, Subversion, Parallel Computing, Test Driven Development, Software Architectural Design.

Who are Sergey Ushakov's colleagues?

Sergey Ushakov's colleagues are Ekaterina Bogdanchikova, Mikhail Bursov, Kuan Wen Chen, 王元杰jack Wang, Judy Zhao, Dmitrii Gavrilin, Hancheng Liang.

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