Pavlos Mavridis

Senior Graphics Engineer at Unity Technologies

Paris, Ile-de-France
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Summary

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Pavlos Mavridis is a Senior Graphics Engineer based in Paris with six years of industry experience building advanced rendering features for real-time engines. At Unity Technologies he contributes to the High Definition Render Pipeline, implementing ray count statistics, shader fixes, alpha-aware post-processing and depth-of-field optimizations that improve visual fidelity and performance. His background blends academic research—holding a PhD in Computer Graphics and postdoctoral roles—with production engineering at Microsoft and earlier software work for cultural heritage projects. That mix gives him a rare ability to translate cutting-edge graphics research into robust, shipping engine code. He is an active contributor to the well-known Unity-Technologies/Graphics repository, demonstrating both systems-level thinking and attention to documentation and changelogs. Fluent in both research and product contexts, he excels at solving complex rendering problems that require careful algorithmic and practical trade-offs.
code6 years of coding experience
job12 years of employment as a software developer
bookPhD, Computer Graphics, PhD, Computer Graphics at Athens University of Economics and Business
bookBSc, Computer Science, BSc, Computer Science at Ethnikon kai Kapodistriakon Panepistimion Athinon
languagesEnglish, Greek, French
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Github Skills (10)

hdl10
raytracing10
hdr10
hdp10
shader10
graphics-programming10
post-processing10
unity3d10
csharp9
dotnet-core9

Programming languages (2)

C#HTML

Github contributions (5)

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Unity-Technologies/Graphics

Oct 2019 - Dec 2022

Unity Graphics - Including Scriptable Render Pipeline
Role in this project:
userGraphics Developer
Contributions:96 reviews, 259 commits, 156 PRs in 3 years 2 months
Contributions summary:Pavlos's contributions focus on implementing and refining features within the Unity Graphics repository, specifically targeting the High Definition Render Pipeline (HDRP). Their work includes the implementation of ray count statistics, fixing texture types within shaders, and providing changelog and documentation updates. Further improvements include supporting alpha channels in post-processing effects and optimizations of the depth of field effect.
renderpost-processingpipelinescriptableunity
INedelcu/PathTracingDemo

Jun 2021 - Jun 2021

Contributions:23 commits, 21 pushes in 3 days
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Pavlos Mavridis - Senior Graphics Engineer at Unity Technologies