Zhenyao Mo

Sr. Software Engineer at Google

Sunnyvale, California, United States
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Summary

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Zhenyao Mo is a senior software engineer in Sunnyvale with 13 years of experience specializing in multimedia systems—computer graphics, geometry, computer vision, and machine learning—backed by a PhD in computer science. At Google he is a WebKit and Chromium committer focused on WebGL and GPU reliability, debugging driver issues and ensuring cross-platform graphics compatibility. His open-source work includes meaningful contributions to high-profile projects like ANGLE and Chromium, improving shader compilation, precision handling, and GPU-related stability. Earlier at Big Stage he built practical 3D solutions—automatic head completion, rigging, avatar pipelines—and solved hard multimedia engineering problems such as deadlocks and low-end streaming performance. He blends deep research training with pragmatic engineering, often surfacing subtle precision and overflow fixes that prevent real-world rendering failures.
code13 years of coding experience
job3 years of employment as a software developer
bookPhD, Computer Science, PhD, Computer Science at University of Southern California
bookBachelor, Computer Science, Bachelor, Computer Science at Zhejiang University
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Github Skills (16)

webgl10
gpu-programming10
chromium10
c-language10
opengl-es10
glsl10
opengl10
cprogramming-language10
testing10
apidoc9
debug9
api9
debugging9
directx8
canvas8

Programming languages (4)

C++JavaScriptHTMLPython

Github contributions (5)

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KhronosGroup/WebGL

Aug 2012 - Dec 2018

The Official Khronos WebGL Repository
Role in this project:
userFront-end Developer, Test Automation Engineer
Contributions:922 commits, 1039 PRs, 726 pushes in 6 years 4 months
Contributions summary:Zhenyao primarily contributed to the Khronos Group's WebGL repository by adding and modifying test cases for various features, especially concerning low-level aspects of texture handling and testing across a wide variety of scenarios. Their work included testing specific aspects of the OpenGL ES specification, such as data uploads with pixel pack buffers and testing out-of-bounds read/write behaviors in textures. They also worked on verifying aspects of drawing buffer attributes and related functions.
threejskhronoswebgl
microsoft/angle

Sep 2013 - Jan 2017

ANGLE: OpenGL ES to DirectX translation
Role in this project:
userBack-end Developer
Contributions:55 commits in 3 years 4 months
Contributions summary:Zhenyao primarily contributed to the ANGLE project, which involves OpenGL ES to DirectX translation, by modifying the shader language compiler. Their commits focused on improving the handling of shader variables, including exposing varying variables and their precision. Furthermore, the user implemented features like adding options to initialize vertex shader variables and fixing issues related to precision in sampler types and numeric overflows.
opengl-estranslationdirectxangleopengl
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