Shannon Woods is a seasoned graphics software and technical program leader with 13 years focused on 3D APIs, platform graphics architecture, and mobile ecosystems. Currently chairing the Slang Working Group and serving as NVIDIA’s Principal Graphics TPM, Shannon shapes graphics standards and delivery across industry and open-source projects. At Google they founded and ran the Android Graphics Advisory Board and led launch efforts for Vulkan on Android and WebGPU in Chrome, blending program leadership with deep API expertise. As a long-time ANGLE contributor and former tech lead, they implemented key OpenGL ES features and 64-bit-safe fixes enabling cross-API rendering on Direct3D backends. Comfortable moving between hands-on engineering, spec authorship, and program operations, Shannon is as adept at fixing pointer bugs as they are at coordinating multi-vendor standards work. Based in the Washington DC–Baltimore area, they bring a pragmatic, standards-first approach that advances both product compatibility and developer ecosystems.
12 years of coding experience
21 years of employment as a software developer
BS Computer Science, BS Computer Science at University of Maryland
Contributions summary:Shannon's contributions center around improving the ANGLE project, focusing on its core functionality. They added, enabled, and implemented a series of new features involving the use of glGetInternalformativ, along with the accompanying internal format sample counts. They also implemented indexed query functionality. Additional contributions involved fixes to address code quality issues, such as eliminating a resource leak, fixing tabs vs. spaces and making improvements to various APIs. These modifications directly impact the project's core rendering functionality.
A conformant OpenGL ES implementation for Windows, Mac, Linux, iOS and Android.
Role in this project:
Graphics Engineer
Contributions:34 commits in 1 year 4 months
Contributions summary:Shannon primarily contributed to the ANGLE project by implementing and enabling OpenGL ES API functions, such as `glGetInternalformativ` and `glMapBufferRangeEXT`, within the D3D rendering backend. They addressed several 64-bit compatibility issues, including the introduction of 64-bit safe patches for the preprocessor and tokenizer, and fixed an issue related to potential null pointer dereference in `glGetBufferPointerv`. They also worked on implementing multisampling and depth-stencil functionality, along with fixing minor issues related to tab-vs-space inconsistencies and correcting typos.
conformantopengl-eswindowslinuxandroid
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Shannon Woods - Slang Working Group Chair at The Khronos Group