Yes! I have started work on the bindings however exposing the API to C# is not exactly simple because we currently require a GPU context to render all geometry-- for example, C#/.NET allows some DirectX interop so it's possible to draw DirectX surfaces into XAML UI (I've already finished a Direct3D driver) however no such support exists in C#/Mono so another solution is needed.
The alternative is to do what I did previously in Awesomium-- render Views directly to a pixel-buffer on the CPU and pass a platform-agnostic BGRA pixel-buffer to C# (offers most flexibility, works even offscreen and headless. Just lose ability to use GPU hardware).
I'm currently working with SwiftShader (translates OpenGL ES calls / shader code to parallel CPU code) to see if I can accomplish this.