Rik Cabanier is a seasoned software engineer with 14 years focused on graphics, AR/VR and web technologies, currently driving WebXR features in the Oculus browser at Meta. He has a deep background in 2D/print graphics and PDF workflows from a long tenure at Adobe, and helped ship early WebXR and mixed-reality capabilities at Magic Leap. Rik combines low-level C++ implementation experience (Chromium/OpenXR) with front-end expertise—contributing to flagship open-source projects like three.js and the WebXR samples/specification. As Meta’s W3C representative and co-editor of WebXR Layers, he shapes standards while also patching real-world compatibility issues across browsers and frameworks. Not obvious from his title: he’s designed text-legibility and rendering optimizations for AR and authored core canvas/compositing specs still relied on across browsers.
14 years of coding experience
20 years of employment as a software developer
Bachelor's, Electronics/Software engineering, Bachelor's, Electronics/Software engineering at Katholieke Hogeschool Kempen
High school, High school at Sint-Victor instituut turnhout
Samples to demonstrate use of the WebXR Device API
Role in this project:
Front-end Developer
Contributions:21 reviews, 14 commits, 41 PRs in 1 year 10 months
Contributions summary:Rik primarily focused on developing and modifying WebXR samples, specifically implementing and updating features related to hand tracking and media layers. Their contributions included adding new hand input tests, renaming functions, fixing event names, and moving examples within the project structure. The user also added and updated media layer samples, including video playback and supporting features, showcasing expertise in WebXR API usage.
Repository for the WebXR Device API Specification.
Role in this project:
Front-end Developer
Contributions:21 reviews, 40 commits, 36 PRs in 2 years 7 months
Contributions summary:Rik primarily focused on updating the WebXR Device API specification. Their contributions involved modifying the specification's code, adding new functionalities like foveation support, and refining existing features. They made changes to the XRLayer interface and the XRWebGLLayer, and they also introduced events related to rendering and frame rates. Their work directly impacts the evolution and capabilities of WebXR development, enabling AR/VR experiences on the web.
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