Jamie Madill is a senior software engineer with 11 years of production experience specializing in graphics systems, having spent a decade leading development on ANGLE at Google—an OpenGL-to-Direct3D/Vulkan virtualization layer used across major browsers. He pairs deep C++ expertise with hands-on knowledge of OpenGL, Direct3D, Vulkan and real-time engines (Unreal), focusing on optimization, low-level algorithms and seamless large-scale game systems. His research background in fluid and particle simulation and past work for visual effects studios inform a strong foundation in parallel algorithms and GPU/CPU co-design. Now based in New York and building real-time experiences at Higharc after recent work on seamless planet/space transitions at Phoenix Labs, he brings both production-grade engineering and academic rigor to graphics and performance problems. An uncommon strength is his blend of driver-like systems work and game-engine integration, enabling him to solve cross-layer performance and correctness challenges.
11 years of coding experience
4 years of employment as a software developer
Masters Computer Science, Masters Computer Science at Carleton University
Bachelors Honours Computer Science, Bachelors Honours Computer Science at University of Waterloo
Downstream from https://chromium.googlesource.com/angle/angle with Gecko-specific patches. Talk to jgilbert for more info.
Contributions:1 commit in 1 day
more-infoanglepatcheschromiumdownstream
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