Richard Schreyer is a seasoned GPU Software Architecture Engineer at Apple, with tenure beginning in April 2019, where responsibilities include leading the development of Metal's Ray Tracing feature across various GPU platforms, as well as overseeing OpenGL and OpenCL implementations on Apple M1 silicon. Prior to this role, Richard served as Engineering Manager for GPU Software Architecture from September 2011 to April 2019, managing the team responsible for the Metal shading language and compiler, and earlier held management of the iOS GPU Drivers team, focusing on OpenGL ES for multiple Apple devices. Richard began a career in graphics software as an OpenGL Engineer specializing in versions 1.x and 2. Richard earned a B.S. degree from UC Santa Barbara between 2001 and 2005.
This person is not in the org chart
This person is not in any teams
This person is not in any offices