I am a Senior WebGL & Real-Time Graphics Engineer with 12+ years of experience building high-performance 3D visualization platforms, browser-based rendering engines, and interactive design systems. I’m passionate about creating graphics-first products that scale from prototypes to production in fast-paced startup environments. I specialize in GPU programming, shader development, rendering pipelines, and performance optimization across web and cloud ecosystems. I’ve led engineering teams, scaled WebGL platforms to production, and collaborated closely with product, UX, and infrastructure to deliver robust, visually compelling 3D experiences.

Jacob Hamel

I am a Senior WebGL & Real-Time Graphics Engineer with 12+ years of experience building high-performance 3D visualization platforms, browser-based rendering engines, and interactive design systems. I’m passionate about creating graphics-first products that scale from prototypes to production in fast-paced startup environments. I specialize in GPU programming, shader development, rendering pipelines, and performance optimization across web and cloud ecosystems. I’ve led engineering teams, scaled WebGL platforms to production, and collaborated closely with product, UX, and infrastructure to deliver robust, visually compelling 3D experiences.

Available to hire

I am a Senior WebGL & Real-Time Graphics Engineer with 12+ years of experience building high-performance 3D visualization platforms, browser-based rendering engines, and interactive design systems. I’m passionate about creating graphics-first products that scale from prototypes to production in fast-paced startup environments.
I specialize in GPU programming, shader development, rendering pipelines, and performance optimization across web and cloud ecosystems. I’ve led engineering teams, scaled WebGL platforms to production, and collaborated closely with product, UX, and infrastructure to deliver robust, visually compelling 3D experiences.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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Language

English
Fluent

Work Experience

Lead Graphics Engineer at Cedreo
January 1, 2022 - Present
Led and evolved the core browser-based real-time 3D home design engine, delivering production-scale performance for complex parametric scenes. Architected a modular WebGL2 renderer with physically based lighting, multi-material support, and dynamic scene graph mutations. Implemented a custom HDR rendering pipeline with image-based lighting, environment map prefiltering, and tone mapping. Developed advanced GLSL shaders (normal mapping, shadow mapping, SSAO) and a multi-pass post-processing chain. Built an efficient instanced rendering framework with shared geometry buffers and dynamic uniform updates, reducing draw calls by over 65%. Created a Bounding Volume Hierarchy-based raycasting and object picking system. Implemented adaptive LOD and mesh decimation, offloaded geometry recalculations to Web Workers, and designed GPU memory management strategies.
Senior Frontend & WebGL Developer at Higharc
June 1, 2018 - December 1, 2021
Scaled a real-time construction modeling platform from MVP to enterprise SaaS. Designed and implemented a parametric 3D modeling engine enabling rule-based generation with real-time geometric recalculation. Built advanced geometry algorithms for polygon boolean operations, wall joins, roof intersections, and constraint propagation. Developed custom GLSL shaders for dynamic lighting, soft shadows, physically accurate material responses, and real-time reflections. Implemented camera systems optimized for architectural workflows; performed frustum culling, spatial partitioning, and lazy scene updates to minimize overdraw. Created reusable React-based 3D UI abstractions bridging declarative UI with imperative rendering logic; integrated BIM/CAD data pipelines, including glTF normalization and coordinate transformations.
3D Software Engineer at Cupix
March 1, 2016 - May 1, 2018
Focused on spatial reconstruction visualization and digital twin systems. Built a high-performance WebGL-based point cloud visualization engine capable of rendering dense spatial capture datasets. Implemented octree-based spatial indexing to optimize rendering and camera-dependent data loading. Developed depth-aware shaders enabling hybrid 2D panorama + 3D mesh alignment visualization. Engineered asynchronous scene streaming architecture for handling large capture datasets without blocking main thread. Implemented custom GPU-based measurement tools using ray-plane and ray-mesh intersection logic. Optimized texture streaming and memory allocation strategies for large panoramic assets. Integrated backend reconstruction pipelines with frontend rendering system.
Three.js Developer at Matterport
July 1, 2015 - February 1, 2016
Contributed to immersive spatial navigation and 3D viewer enhancements. Developed advanced interactive features using Three.js and low-level WebGL tuning. Optimized panorama-based scene rendering for smoother spatial transitions. Implemented camera interpolation systems for immersive walk-through navigation. Reduced overdraw and improved scene graph efficiency. Built robust raycasting-based object interaction system. Improved asset loading strategies for large interior scenes. Contributed improvements to internal rendering abstraction layers.

Education

B.S. in Computer Science at University of California, San Diego
September 1, 2011 - June 1, 2015
B.S. in Computer Science at University of California, San Diego
September 1, 2011 - June 1, 2015
B.S. in Computer Science at University of California, San Diego
September 1, 2011 - June 1, 2015
B.S. in Computer Science at University of California, San Diego
September 1, 2011 - June 1, 2015

Qualifications

Add your qualifications or awards here.

Industry Experience

Software & Internet, Media & Entertainment, Professional Services, Computers & Electronics, Real Estate & Construction