# Kiran Ravulakollu > Engineering Lead - GPU, NPU, XR & Android Profile: https://flows.cv/kiranravulakollu 15+ years of combined experience in design and development of large scale GPU, NPU and XR systems. 8+ years of engineering management/team lead experience Excel in partnering with product, program and client engagement managers to prioritize, estimate and deliver a competitive feature set for the product at hand Skills: GPU, NPU (OpenVino), XR Performance Tuning, HW Debug C/C++, Tools - Logcat, Render Doc Matlab, HLSL C#, Python (Working Knowledge) Windows & Android Coaching Resource Management & Risk Mitigation ## Work Experience ### XR Manager @ Unity Jan 2024 Responsible for the development and release of Unity based APIs/SDK for Android XR Enabling developers to build AR and VR applications in close partnership with Google I also lead the XR Input team which is responsible for multi modality inputs like hands and eye gaze Impact: Instrumental in the launching of immersive experiences on Android XR Empowering 3rd party customers to easily port their existing apps to Android XR Engaging with Unity developer community and bringing their innovation to the market ### Sr Manager, AI SW @ Intel Corporation Jan 2022 – Jan 2023 Lead the release of a SW solution that scheduled ML inference workload on the underlying platform HW accelerators Impact: Spearheaded the 0->1 release of a SW solution that load balanced ML workloads across various HW accelerators Enhanced the user experience of image and video up-scaling products from two ISV vendors by using the above SW solution to balance power and performance requirements ### Sr Staff TLM - Gaming Performance @ Qualcomm Jan 2019 – Jan 2021 | San Diego, California, United States Mobile game optimizations on the Snapdragon platform Impact: Improved the performance of highly popular Unreal Engine and Unity based AAA titles My work has had an impact on the gaming experience of millions of users across the world Developed an objective template to compare CPU and GPU performance across different chipsets. This approach was later formalized and used to analyze the performance of several dozens of games ### GPU Modeling Engineer, TLM @ Samsung SARC | ACL Jan 2017 – Jan 2019 Developed a bit accurate GPU functional simulator - Binning Unit and the Compute Shader Constructor Impact: Achieved the tape out of two generations of GPU HW in an organization newly entering the GPU IP business Implemented optimization techniques to reduce the workload on downstream GPU blocks, resulting in higher throughput Developed an in-house IP that was competitive with the best mobile GPU solutions in the market ### Senior Software Engineer @ AMD Jan 2016 – Jan 2017 Dx11 Driver and HLSL Shader Performance Tuning Impact: Helped ~10 titles to improve their performance on AMD HW while retaining graphics fidelity Automated certain standard perf tuning techniques that resulted in near zero human intervention and 4x improvement in the identification of optimal settings ### Graphics Software Engineer @ Intel Corporation Jan 2009 – Jan 2016 2D (Display), 3D and Media Driver Improvements - Bug Fixing, New Feature Improvements, Debugging HW Hangs Impact: Directly contributed to the successful release of seven generations of Intel's mainstream GPU and Media drivers and two generations of low power GPU and Media drivers Fixed launch gating issues for some of the biggest panel vendors and OEMs in the world Enhanced the user experience of every user every time certain applications were launched, by reducing latency ## Education ### Master's degree New Mexico State University ## Contact & Social - LinkedIn: https://linkedin.com/in/kiran-ravulakollu-a1b3585 - Email: mailto:kravulakollu@gmail.com --- Source: https://flows.cv/kiranravulakollu JSON Resume: https://flows.cv/kiranravulakollu/resume.json Last updated: 2026-04-18