Timo De Kort

Senior Software Engineer (via INNVOLVE) at Instituut Verbeeten

Eindhoven Area Netherlands
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Summary

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Timo De Kort is a Senior Software Engineer with 11 years of experience, currently working via INNVOLVE from the Eindhoven area, specializing in scalable, maintainable backend systems and technical leadership. He has led backend teams and driven architectural decisions at Pomona Ltd., pairing strong engineering standards with mentoring and cross-functional collaboration. A dedicated systems thinker, Timo complements his backend expertise with low-level and systems programming, contributing to high-profile open-source Rust graphics projects such as wgpu and naga—where he implemented SPIR-V back-end features and support for complex shader constructs like ConstantComposite. He favors future-proof designs that avoid accruing technical debt and has practical cloud and tooling experience from work with Azure, containers, and messaging systems. Curious and hands-on, he bridges deep technical contributions in graphics toolchains with pragmatic delivery of production backend services.
code11 years of coding experience
job9 years of employment as a software developer
bookBachelor of Science - BS Computer Software Engineering, Bachelor of Science - BS Computer Software Engineering at Fontys University of Applied Sciences
bookSoftware Development, Software Development at Koning Willem 1 College
languagesEnglish, Dutch, Russian, Japanese
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Stats
105reputation
7kreached
5answers
12questions
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Github Skills (22)

spirv10
shader10
translation10
wgsl10
gpu10
translate10
translator10
rust10
compute-shader10
compiler-development9
c119
vulkan9
opengl9
c179
metal9

Programming languages (9)

C#TypeScriptJavaBikeshedCSSRustJavaScriptGo

Github contributions (5)

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gfx-rs/naga

Mar 2020 - Jan 2023

Universal shader translation in Rust
Role in this project:
userBack-end Developer
Contributions:184 reviews, 38 commits, 54 PRs in 2 years 10 months
Contributions summary:Timo's commits primarily focused on enhancing the `naga` project, a shader translation tool written in Rust. Their contributions involved adding support for the `ConstantComposite` instruction, which signifies the ability to handle more complex shader structures. Further work included implementing a SPIR-V back-end and adding matrix-related keyword support. These changes improve the project's functionality and capabilities, allowing `naga` to handle a wider array of shader constructs.
rusttranslationwebgpushaderwgsl
gfx-rs/wgpu

May 2019 - Nov 2020

A cross-platform, safe, pure-Rust graphics API.
Role in this project:
userBack-end Developer
Contributions:12 commits, 6 PRs, 42 comments in 1 year 6 months
Contributions summary:Timo contributed to the `gfx-rs/wgpu` project by implementing a compute example using the wgpu API, specifically focused on the compute shaders in C language. The commits showcase the creation of compute pipelines, buffer management, and dispatching compute shaders. The user also added support for the ConstantComposite and other matrix keywords for use with the wgsl language and implemented core logic with SPIR-V back-end features for shader compilation and execution.
apimetalwebgpu-apigpurust
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