Frank Galligan is a Senior Staff Software Engineer with 11 years at Google, based in Los Gatos, California, specializing in 3D graphics compression and tooling. He has deep expertise in mesh and point-cloud compression, contributing substantive enhancements to the widely used Draco library and implementing Draco-based glTF compression pipelines in CesiumGS/gltf-pipeline. Frank combines low-level algorithmic rigor—fixing decoder edge cases and quantization handling—with practical engineering that optimizes asset storage and transmission for real-world pipelines. His work sits at the intersection of robust core libraries and production content tooling, making large 3D datasets more efficient to store and deliver.
Draco is a library for compressing and decompressing 3D geometric meshes and point clouds. It is intended to improve the storage and transmission of 3D graphics.
Role in this project:
Software Engineer
Contributions:2 releases, 18 reviews, 117 commits in 3 years 9 months
Contributions summary:Frank primarily contributed to the `draco` library, focusing on testing and improving its robustness. They added new tests, including one for the `triangle_soup_mesh_builder`. The user also addressed multiple issues related to decoding, including fixes for quantized bits and attribute handling, improving the reliability of the library's core functionality. These commits suggest involvement in the core implementation and maintenance of the compression and decompression library.
Content pipeline tools for optimizing glTF assets. :globe_with_meridians:
Role in this project:
Back-end Developer
Contributions:73 commits, 12 PRs, 100 comments in 2 years 1 month
Contributions summary:Frank primarily contributed to the implementation of a Draco compression pipeline for glTF assets, indicated by commits related to adding and integrating Draco compression functionality. They added support for creating Draco-compressed glTF files based on the KHR_draco_mesh_compression specification, demonstrating a focus on optimizing glTF assets. Their work involved significant modifications to the `compressMeshes.js` file, integrating the draco3d library and handling various mesh compression and decompression tasks. Additionally, they implemented code to get quantized min and max values, which can be used without decompressing the data.
globepipelinewebgl2playcanvas3d-converter
Find and Hire Top DevelopersWe’ve analyzed the programming source code of over 60 million software developers on GitHub and scored them by 50,000 skills. Sign-up on Prog,AI to search for software developers.