Guillem Viñals Gangolells

Director of Engineering

San Francisco, California, United States15 yrs 5 mos experience
Highly Stable

Key Highlights

  • Expert in GPU and CPU performance optimization.
  • Extensive experience in 3D graphics and related APIs.
  • Strong background in embedded systems and firmware development.
Stackforce AI infers this person is a Graphics and Embedded Systems Engineer with a focus on performance optimization.

Contact

Skills

Core Skills

AndroidDeveloper RelationsEmbedded SystemsC/c++Bluetooth

Other Skills

3D GraphicsCDebuggingDevice DriversEclipseEmbedded SoftwareFirmwareGPUJavaJavaScriptLinuxLow-level Hardware ProfilingOpenGLPerformance BenchmarkingProgramming

About

I am a highly passionate and skilled developer specializing in C/C++ development of GPU and CPU performance related software such as benchmarks, high-level and low-level optimizations. For the last few years I have managed to work in very different projects; from very low level 16 bit firmware to full-blown benchmarks that exploit many cores and stress multiple levels of cache. All of this splashed with web development, some mobile applications and a couple of games developed in Unity and LibGDL. 3D GRAPHICS: My passion for graphics started with the driver stack and has been rapidly expanding to both the hardware and all kind of applications made possible by it. Highlights: - Excellent knowledge of mobile GPU architectures. - In-depth understanding of the graphics APIs (Metal, OpenGL ES, etc...). - Familiarity with a broad range of tools used in the 3D industry. SOFTWARE ENGINEERING: I am very comfortable with most of the software engineering concepts and processes that are relevant in the industry. By now I've had a chance to read many books, recognize and apply plenty of software patterns (and end up writing many anti-patterns by mistake!) and also be quite involved in the many aspects of software development. PROGRAMMING LANGUAGES: My preference for a language depends almost entirely on the problem. For now, I've mostly worked with imperative, event-driven, object-oriented (or at least structured) languages. The languages that I have used the most are: C, C++, Python, Ruby, Bash and Java

Experience

Intel corporation

Director, GPU Tools

Jan 2023Present · 3 yrs 2 mos · Santa Clara, California, United States · Remote

Apple

4 roles

Metal Ecosystem Development Manager

Promoted

Jun 2020Jan 2023 · 2 yrs 7 mos

Metal Ecosystem Engineer

Jan 2019Jun 2020 · 1 yr 5 mos

GPU Performance Engineer, Interactive Media Group

Oct 2015Jan 2019 · 3 yrs 3 mos

GPU Performance Engineer, Interactive Media Group

Aug 2014Oct 2015 · 1 yr 2 mos

Imagination technologies

2 roles

Developer Technology Engineer, PowerVR Graphics

Promoted

Aug 2012Jul 2014 · 1 yr 11 mos · London Area, United Kingdom

  • My main focus was the Android ecosystem support and developer relations. I was heavily involved in the development of low-level hardware profiling tools, parts of the Android PowerVR SDK, customer-specific support and developer relations.
  • I have been an official speaker at Droidcon Amsterdam (Nov 2012), Droidcon Spain (Dec 2012), Droidcon Berlin (Apr 2013), Droidcon Paris (June 2013) and Droidcon Berlin (May 2014).

Graduate Design Engineer, PowerVR Graphics

Mar 2011Aug 2012 · 1 yr 5 mos · London Area, United Kingdom

  • As a Platform Services embedded graphics software engineer I was involved in many kinds of projects on the development of customer-specific features for a wide range of devices, systems and products.
  • I was mostly developing low level graphics-related software (device drivers, applications and kernel modifications mainly in C/C++) for Linux/Android embedded systems specializing in cache-related optimisations and memory management.

Technical university of catalonia

Bluetooth firmware developer

Sep 2010Feb 2011 · 5 mos · Greater Barcelona Metropolitan Area

  • I was part of the Ecobike (electric bicycle) team; my job consisted entirely in the design, development and prototyping of an embedded Bluetooth module for a very cost-effective solution targeted at mass production.
  • The module had to be a fault tolerant system, composed by two PIC24 microcontrollers, to be integrated in a low-latency distributed CAN network.
  • All the firmware was developed in ANSI C and PIC assembly language.

Education

Universitat Politècnica de Catalunya

BSc Computer Systems — Computer Engineering

Jan 2006Jan 2010

IES Voltrera

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