Jakob Bornecrantz is a Senior Software Engineer specializing in XR with a decade of experience building graphics, compute and immersive systems on Linux. He has driven OpenXR, Vulkan, OpenGL and OpenCL work at Collabora and now focuses on XR engineering at NVIDIA, blending low-level platform integrations with pragmatic system design. Jakob is an active open-source contributor—his backend work on projects like OpenHMD and LOVR improved time handling, action synchronization and expanded Linux support (X11/EGL and overlays). Comfortable navigating both driver-level code and higher-level VR frameworks, he brings deep platform knowledge and a knack for cleaning up and clarifying complex codebases. Based in Cambridge, he pairs industry experience with a hobbyist GitHub catalog that’s explicitly independent of his employer, reflecting continual curiosity outside of work.
10 years of coding experience
15 years of employment as a software developer
Bachelor's degree Computer Science, Bachelor's degree Computer Science at Chalmers University of Technology
Free and Open Source API and drivers for immersive technology.
Role in this project:
Back-end Developer
Contributions:19 commits, 35 PRs, 52 pushes in 1 year 9 months
Contributions summary:Jakob contributed to the OpenHMD project by implementing internal time helpers and platform-specific time implementations. These changes involved modifying core files, including the main library implementation and platform-specific files, as well as header files. The user also refactored and added comments to existing PSVR code for better clarity. The user further addressed code tidiness through header file adjustments, enhancing overall code maintainability and structure.
Contributions:7 reviews, 12 commits, 9 PRs in 7 months
Contributions summary:Jakob focused on improving the OpenXR integration within the Lua Virtual Reality Framework (LOVR) project. Their contributions centered around addressing validation issues, fixing action synchronization problems, and ensuring correct type setting for action states. They also added support for X11 and EGL on Linux platforms, expanding the compatibility of the framework. Additionally, the user added support for overlay features and refactored the headset initialization process.
luaoculus-questrealityvirtual-realitygamedev
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Jakob Bornecrantz - Senior Software Engineer - XR at NVIDIA