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Kirill Suslov

PROFILE

Kirill Suslov

Konstantin Suslov developed advanced GPU timing instrumentation and performance profiling features for the facebook/igl graphics library over a two-month period. He introduced a cross-backend GPU timing framework, integrating Metal and OpenGL backends using C++ and Objective-C, and enhanced the GPUTimingCollector to provide per-filter timing throughout the rendering pipeline. By implementing atomic counters and GPU timestamps, Konstantin enabled accurate, thread-safe performance metrics and improved debugging capabilities for real-time rendering workloads. He also addressed stability issues on Mali GPUs by validating timestamp queries, ensuring robust operation on constrained hardware. His work demonstrated depth in GPU programming, multithreading, and performance optimization.

Overall Statistics

Feature vs Bugs

80%Features

Repository Contributions

13Total
Bugs
1
Commits
13
Features
4
Lines of code
1,083
Activity Months2

Your Network

2813 people

Same Organization

@meta.com
2710

Shared Repositories

103
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Ashton OndraMember
Benoit LayerMember
Oleg BogdanovMember
Bryan HendricksonMember

Work History

March 2026

10 Commits • 1 Features

Mar 1, 2026

2026-03 Monthly summary for facebook/igl focused on GPU timing instrumentation and rendering performance improvements. Key features delivered: - Implemented a cross-backend GPU timing framework by introducing ITimestampQueries and adding Metal and OpenGL backends, along with enhancements to the GPUTimingCollector for per-filter timing. - Integrated GPU timing into critical rendering paths, wiring timing into the pre-capture (live camera) render path and production render paths to enable end-to-end performance visibility. - Expanded profiling instrumentation with disjoint_gpu_event QPL annotation and tiered GPU timing to improve accuracy and reduce resource usage. Major bugs fixed: - Mali GPU: Validated TimestampQueries to prevent SIGSEGV on budget GPUs and added graceful handling of GPU driver failures, improving stability in constrained hardware environments. Overall impact and accomplishments: - Achieved robust, cross-backend GPU timing and instrumentation across the rendering pipeline, enabling precise performance profiling, faster bottleneck diagnosis, and data-driven optimizations. - Stability improvements on Mali GPUs reduce crash risk and improve reliability of timing data in production use. Technologies/skills demonstrated: - Graphics instrumentation and performance engineering, cross-backend timing (Metal, OpenGL), rendering pipeline integration, per-filter timing, and profiling annotations. Significantly improved ability to measure, diagnose, and optimize rendering performance across devices.

February 2026

3 Commits • 3 Features

Feb 1, 2026

February 2026: Delivered major performance instrumentation across OpenGL ES and Metal in facebook/igl. Improved timing accuracy, added QPL metrics, and enhanced performance debugging through GPU timestamps. These changes provide reliable performance data, enabling targeted optimizations and faster debugging across mobile GPU workloads. No critical bugs were reported this month; work focused on instrumentation, logging, and measurement fidelity, supported by code reviews.

Activity

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Quality Metrics

Correctness92.4%
Maintainability81.6%
Architecture86.2%
Performance83.0%
AI Usage20.0%

Skills & Technologies

Programming Languages

C++Objective-C

Technical Skills

C++C++ DevelopmentC++ developmentGPU ProgrammingGPU programmingGraphics ProgrammingGraphics programmingMetal APIOpenGLPerformance Optimizationcode refactoringgraphics programmingmultithreadingperformance optimizationreal-time rendering

Repositories Contributed To

1 repo

Overview of all repositories you've contributed to across your timeline

facebook/igl

Feb 2026 Mar 2026
2 Months active

Languages Used

C++Objective-C

Technical Skills

C++ developmentGPU programmingGraphics programmingMetal APIOpenGLgraphics programming