Summary
Ionuţ Nedelcu is a Staff Graphics Engineer based in Copenhagen with over 15 years of hands-on experience delivering high-performance real-time graphics for games and engines. He progressed from console and PC graphics work at Ubisoft—where he tackled low-level GPU optimizations, EDRAM management and volumetric effects—to leading ray tracing and low-level DirectX 12 system design and implementation at Unity. Ionuţ specializes in hardware-accelerated ray tracing, resource binding and pipeline management, and is experienced producing production-quality C++ code, tests and public SDKs. He combines deep algorithmic foundations from a mathematics and computer science background with practical platform-level engineering across consoles and PC. Notably, he has shipped cross-platform engine subsystems and optimized rendering for constrained hardware, a skillset that informs scalable, extensible graphics APIs. Colleagues rely on him to turn complex GPU features into robust, well-documented developer-facing systems.
5 years of coding experience
18 years of employment as a software developer
Licentiate degree (Bachelor of Science), Mathematics and Computer Science, 9.92, Licentiate degree (Bachelor of Science), Mathematics and Computer Science, 9.92 at Universitatea OVIDIUS, Constanta
"Energetic" College, Constanta
English, French, Danish