Georgi Mirazchiyski is a senior software engineer with a decade of experience specialising in GPGPU, graphics and game engine systems, primarily using modern C++ and LLVM-based toolchains. He has deep expertise in CPU/GPU optimisation—multithreading, SIMD/SIMT, ISA analysis—and has driven runtime and compiler work for heterogeneous programming models like SYCL and DPC++. At Codeplay he implemented and optimised bindless images support (including AMD and Nvidia backends), helping exceed performance targets for Blender Cycles on oneAPI, and now continues GPU compiler/runtime development at Qualcomm. His background spans both game-engine graphics (DirectX12, VRS, ray tracing, DLSS/FSR integration) and low-level compiler codegen and runtime adapters (CUDA/HIP/LLVM). Colocated in Edinburgh, he combines hands-on profiling and ISA-level investigation with pragmatic engineering to squeeze performance from diverse hardware. An uncommon strength is his ability to read PTX/LLVM IR to guide high-level feature design and practical optimisations across toolchain and runtime boundaries.
10 years of coding experience
6 years of employment as a software developer
BSc (Hons) Games Development, BSc (Hons) Games Development at Edinburgh Napier University
Contributions:12 PRs, 109 pushes, 7 branches in 7 months
cpprole-basedgamedevlotrole-playing-game
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Georgi Mirazchiyski - Senior Software Engineer at Qualcomm