Corentin Wallez

Software Engineer at Google

Paris, Ile-de-France
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Summary

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Rockstar
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Top School
Corentin Wallez is a software engineer based in Paris with 14 years of experience making GPUs accessible via portable software layers, particularly on the Web. As Chair of the W3C WebGPU group since 2017 and a lead developer of WebGPU and Dawn at Google, he bridges standards work with production implementation in Chrome. His contributions span shader languages, SPIR-V tooling, and multiple high-profile open-source projects (ANGLE, SwiftShader, SPIRV-Cross, Skia), where he focused on compiler stability, validation, and backend portability. Comfortable in deep systems and graphics plumbing, he routinely surfaces hardware capabilities through clear APIs and validation logic. A detail-minded engineer, he has driven WGSL design and subtle validation checks that improve cross-vendor interoperability beyond obvious feature work.
code14 years of coding experience
job4 years of employment as a software developer
bookParisian Master of Computer Science (MPRI), Computer Science, Parisian Master of Computer Science (MPRI), Computer Science at Université Denis Diderot (Paris VII)
bookBachelor of Science (B.Sc.) and Master of Science (M.Sc.), Computer Science, Bachelor of Science (B.Sc.) and Master of Science (M.Sc.), Computer Science at Ecole polytechnique
languagesEnglish, French
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Github Skills (35)

webgl10
spirv10
c-language10
shader10
compilation10
testing10
glsl10
shaderc10
metal10
webidl10
compiler-design10
code-generation10
compiler-compiler10
webgpu10
compile10

Programming languages (19)

C++BikeshedRustCCMakeShaderLabGoHTML

Github contributions (5)

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gpuweb/gpuweb

Aug 2017 - Dec 2022

Where the GPU for the Web work happens!
Role in this project:
userBack-end Developer
Contributions:405 reviews, 232 commits, 266 PRs in 5 years 4 months
Contributions summary:Corentin primarily worked on defining and implementing the WebGPU Shading Language (WGSL) by modifying the `design/sketch.webidl` file. They contributed to the core structure and syntax of WGSL, including data structures, enums, and function declarations. The user added functionality for resources copies, dynamic buffer offsets and other related concepts to improve the pipeline execution. These changes involved numerous updates to the WebIDL definitions and related validation code.
gpu-programminggpuwebgl2webgpugpgpu-computing
microsoft/angle

Nov 2014 - Oct 2017

ANGLE: OpenGL ES to DirectX translation
Role in this project:
userBack-end Developer
Contributions:525 commits in 2 years 11 months
Contributions summary:Corentin was primarily involved in debugging and improving the ANGLE shader compiler. They implemented a CallDAG (Call Dependency Graph) to allow for advanced AST (Abstract Syntax Tree) analysis, enabling checks for recursion and call depth. The user also implemented and refined heuristics such as "FLATTEN" and "LOOP" to optimize the shader compilation process and added the ability to prune unused functions.
opengl-estranslationdirectxangleopengl
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