Bill Hollings is a seasoned technology architect and engineering leader with over a decade focused on high-performance graphics and deep learning, and more than 15 years building mission-critical financial systems. He is the architect and lead developer behind MoltenVK and MoltenGL, enabling Vulkan and OpenGL ES workloads on Apple platforms, work that earned industry recognition and active collaboration within Khronos. Bill combines low-level C++ and shader toolchain expertise (notably contributions to SPIRV-Cross) with practical ML deployment experience driving industrial vision systems for surveillance and neural upscaling research. He has led large programs and product teams—managing multi-million dollar budgets and delivery for regulation-grade market surveillance and trading gateways—while remaining a hands-on contributor to open-source graphics tooling. Equally fluent with engineers, product teams and executives, he pairs systems-level architecture with pragmatic engineering to solve latency- and reliability-critical problems.
13 years of coding experience
8 years of employment as a software developer
BASc, Engineering Science (Electrical & Computers), BASc, Engineering Science (Electrical & Computers) at University of Toronto
MoltenVK is a Vulkan Portability implementation. It layers a subset of the high-performance, industry-standard Vulkan graphics and compute API over Apple's Metal graphics framework, enabling Vulkan applications to run on macOS, iOS and tvOS.
Role in this project:
Back-end Developer & System Architect
Contributions:77 releases, 935 reviews, 1953 commits in 5 years 3 months
Contributions summary:Bill primarily focused on modifying and extending MoltenVK's codebase to support various Vulkan extensions, notably VK_KHR_descriptor_indexing, VK_EXT_metal_objects, and VK_KHR_shader_float_controls. They were involved in refactoring and restructuring the code to enhance performance, reduce memory overhead, and ensure alignment with the Vulkan specification. The user also implemented improvements to the shader compilation and pipeline creation processes, and improved the testing framework.
SPIRV-Cross is a practical tool and library for performing reflection on SPIR-V and disassembling SPIR-V back to high level languages.
Role in this project:
Back-end Developer
Contributions:1 release, 85 reviews, 224 commits in 6 years 10 months
Contributions summary:Bill primarily contributed to enhancing the SPIR-V to Metal Shading Language (MSL) compiler, focusing on Metal-specific functionalities. Their work included implementing and refining several Metal-specific functions, such as those for matrix operations, and for handling texture access and various image operations, including depth comparison. They also made improvements to the parsing and handling of function constants, code formatting and addressed issues from code reviews and test failures.
reflectionspirv
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