Jordi Fabra is an Engineering Manager and 3D graphics specialist with 11 years of experience building cross-platform real-time rendering systems for web and native environments, currently leading rendering performance at Mapbox. He combines deep technical expertise in OpenGL/Metal/WebGL, C++/JS toolchains, and massive data visualization with hands-on contributions to notable open-source projects like mapbox-gl-js and a JavaScript OpenSceneGraph port where he optimized frustum culling and memory use. His background in AI, pattern recognition and computer graphics informs pragmatic solutions for PBR, shadows, pointclouds and GIS 3D tiling at scale. Comfortable shipping end-to-end systems—from WebAssembly-assisted pipelines to automotive-grade rendering—he’s also experienced in backend geometry processing and optimization for high-throughput visualization. Based in Dénia, Spain, he operates exclusively remote and blends engineering leadership with continued low-level coding chops that have materially improved rendering precision and performance in production maps and viewers.
Contributions:85 commits, 135 PRs, 133 pushes in 3 years 9 months
Contributions summary:Jordi primarily contributed to optimizing the JavaScript implementation of OpenSceneGraph. They re-enabled frustum culling and implemented a static cache for buffer arrays, improving memory management within the viewer. Further enhancements included fixes for float comparisons and bounding sphere intersections, leading to performance improvements. The user also added functionality to remove GLObjects and refactored the intersection visitor to improve efficiency.
Interactive, thoroughly customizable maps in the browser, powered by vector tiles and WebGL
Role in this project:
Front-end Developer
Contributions:19 reviews, 29 commits, 7 PRs in 9 months
Contributions summary:Jordi primarily contributed to the development and maintenance of the front-end components related to 3D model rendering within the mapbox-gl-js repository. Their work focused on addressing issues related to depth precision in shaders, particularly within the context of pack/unpack depth functions. They also worked on fixing shadow rendering issues and adding features such as PBR model rendering and meshopt compression support for landmarks. These commits suggest a focus on optimizing rendering and improving visual quality.
vector-tilestilesmonorepobrowsermapbox
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