Patricio Vivo

Sr Staff Research Engineer, Project Graph at Adobe

United States
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Summary

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Rockstar
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Top School
Patricio Vivo is a senior research engineer with over 15 years at the intersection of computer graphics, AR/VR, and machine learning, currently leading research and engineering for Adobe’s Project Graph. He architects systems that fuse traditional rendering pipelines with ML-driven vision and inference, enabling production-ready graph orchestrations and real-world creative tools. Patricio’s work spans web, mobile, and backend renderers—contributing key polyline and shader improvements to the widely used Tangram engines and authoring the influential The Book of Shaders resource. He has led graphics stacks at Runway and Facebook Reality Labs, shipping real-time GPU pipelines, VFX shaders, and large-scale AR experiences seen by millions. Comfortable as both a hands-on coder and technical leader, he combines deep GLSL/C++ expertise with product-focused prototyping. His background in expressive arts and psychotherapy informs a unique human-centered approach to visual systems and interaction design.
code15 years of coding experience
job17 years of employment as a software developer
bookLicentiate degree Clinical Psychology, Licentiate degree Clinical Psychology at Universidad del Salvador
bookMaster of Fine Arts - MFA Design & Technology, Master of Fine Arts - MFA Design & Technology at Parsons School of Design - The New School
bookPostgraduate Degree Combined Art Languages, Postgraduate Degree Combined Art Languages at Universidad Nacional de las Artes
book3 years certification Person Centered Expressive Art Therapy, 3 years certification Person Centered Expressive Art Therapy at PCETI
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Github Skills (18)

webgl10
javascript10
c-language10
shader10
glsl10
graphic10
render10
coding10
graphics-programming10
geometry-processing10
maps10
creative-cloud10
cprogramming-language10
opengl10
fragment-shader10

Programming languages (13)

JavaC++CSSCRustShaderLabHTMLTypeScript

Github contributions (5)

github-logo-circle
Step-by-step guide through the abstract and complex universe of Fragment Shaders.
Role in this project:
userFront-end Developer
Contributions:9 reviews, 651 commits, 316 PRs in 7 years 11 months
Contributions summary:Patricio primarily focused on adding and editing code related to shaders, which included features such as adding new chapters and fixing typos within the code comments. The user demonstrated proficiency in shader language (GLSL) by implementing blending modes and also contributed to improvements in mouse interaction and image processing, with further evidence of code examples. This work shows a strong understanding of creating, implementing, and optimizing visual effects within the context of the project.
universefragmentglsl-sandboxshadersglsl-shader
Console-based GLSL Sandbox for 2D/3D shaders
Role in this project:
userFull-stack Developer
Contributions:18 releases, 1 review, 1445 commits in 8 years 3 months
Contributions summary:Patricio has upgraded the project's version to 1.6.0. They have implemented background shaders and background drawing functionalities within the scene. Additionally, they've made various code adjustments within the sandbox file, included default shaders, and addressed warnings, all indicating they are working on the core functionality and visual aspects of the project.
c-plus-plusuniformglslraspberry-piopengl-es
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Patricio Vivo - Sr Staff Research Engineer, Project Graph at Adobe