sahil_ramani / field_v3.2
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ONLINE · PST
SCENE
portrait_001.ply
POINTS
2,400 / 2,400
RENDERER
gaussian_splatting
FPS
60.0
L · ROT
auto
ITER
30,000
LOSS
0.0042 ↓
R · ZOOM
1.0×
PSNR
28.4 dB
FIELD_INDEX // 0023 — AI · GRAPHICS · GAMES

Sahil
Ramani

Senior software engineer building AI for game development at NVIDIA. 15+ years across ML, graphics, and game engines — Zoox, Unity, Crystal Dynamics, DreamWorks, Microsoft.

TARGET // sahil_001.ply
Sahil Ramani
ITER0
LOSS
POINTS0
STATUSIDLE
CAPTURE: 2024.05 · POINTS 1.2M · PSNR 28.4 dB
NVIDIA · AI for game development NeRF · Gaussian Splatting · PyTorch · CUDA 2 patents granted Unity Muse / Sentis contributor MS Computer Science, USC Santa Clara, CA
01 / TELEMETRY
// signals
By the numbers
15+
years shipping production code
2
patents · terrain gen, map editing
6
companies · NVIDIA, Zoox, Unity, Crystal, DW, MSFT
14
posts on ML, graphics & life
02 / WRITING
// field notes
Notes from the field
all posts →
2023.05.16 PROGRAMMING Ahmdahl's Law for Performance Optimization 2 min ↗ 2023.05.14 OCPD OCPD: When Your Need for Control Becomes a Burden 11 min ↗ 2021.12.23 JETSON NANO How to automate setting up Jupyter Notebook on the Jetson Nano 1 min ↗ 2021.11.28 JETSON NANO How to setup Python3 and Jupyter Notebook On Jetson Nano – Faster 5 min ↗ 2021.03.23 JETSON NANO How to Set up Xeus Cling – C++ on Jupyter Lab / Jetson Nano 1 min ↗ 2021.01.31 JETSON NANO How to set up Mamba on NVIDIA Jetson Nano – Anaconda supercharged 1 min ↗
03 / WORK
// selected projects & patents
Things I've built
PATENT · UNITY
Async Tile-Based Terrain Generation
GPU-accelerated tile stitching with zero latent allocations. Granted as US patent 18/144,734. Shipped in Unity's terrain system.
C++HLSLComputeUnity
ZOOX · R&D
NeRF & Gaussian Splatting pipelines
Pioneered ML-driven training environment fidelity for AV simulation. 20% improvement in downstream model performance.
PyTorchCUDANeRF
UNITY · MUSE
Neural Rendering for Unity Muse
AI-powered visual transformation tech featured in Unity Muse & Sentis showcases.
PythonC#Sentis
CRYSTAL DYNAMICS
Animation morphing — Marvel's Avengers
Graph-based body animation morphing system, Maya → runtime. Seamless character transformations.
C++MayaCustom Engine
PATENT · CRYSTAL DYNAMICS
Macro-based Electronic Map Editing
US Patent #11,189,068 — workflow innovations for AAA game map editors.
Patent #11189068
SIDE PROJECT
Jetson Nano ML pipeline
Personal exploration — blog series on setting up Python, Jupyter, PyTorch on edge hardware.
PythonJetPackJupyter
04 / RESUME
// career.log
Fifteen years shipping
full resume →
Now
Senior SWE @ NVIDIA
AI for Games
Based
Santa Clara, CA · PST
Education
MS CS · USC '11
BE CS · BMS '06
Stack
PyTorchCUDAC++PythonHLSLVulkanDX12UnityNeRFGaussian Splat
NVIDIA
JUL 2025 — PRESENT
Senior Software Engineer
Santa Clara, CA · AI for Games
  • Working on AI systems to improve game development workflows.
Zoox
JUL 2023 — JUL 2025
Senior Software Engineer
Foster City, CA · Neural Rendering, 3D Recon & Simulation
  • Led pioneering technical team implementing NeRF & Gaussian Splatting — significantly advancing training-environment fidelity and diversity.
  • Optimized 3D simulation & synthetic-data pipelines, delivering a 20% improvement in downstream ML model performance.
  • Developed sim-quality metrics (FID, KL Divergence, SSIM) to quantify and reduce the sim-to-real gap.
Unity Technologies
AUG 2019 — JUL 2023
Senior SWE / Engineering Manager
Seattle, WA · Neural Rendering & Game Engine R&D
  • Led R&D in Neural Rendering — AI-powered visual transformation featured in Unity Muse & Sentis showcases.
  • Engineered custom GPU kernels & ML operations, significantly improving training/inference throughput.
  • Implemented GPU-accelerated tile-stitching for Unity's terrain system with zero latent allocations.
  • Led research team exploring ML applications for augmenting game lighting & rendering systems.
⪩ PATENT 18/144,734 — Async Tile-Based Terrain Generation
Crystal Dynamics
NOV 2014 — AUG 2019
Engine Lead, Future Projects
Redwood City, CA · Next-Gen Engine & Tooling R&D
  • Led next-gen engine and tooling R&D initiatives for AAA game development.
  • Architected graph-based body-animation morphing for Marvel's Avengers — seamless transformations Maya → runtime.
⪩ PATENT #11,189,068 — Macro-Based Electronic Map Editing
DreamWorks Animation
MAR 2013 — OCT 2014
Software Applications Engineer
Bengaluru, India · Animation & Rigging Tools
  • Led development of award-winning animation & rigging toolset, enhancing artist workflows and production efficiency.
  • Redesigned cache management system to significantly improve editor performance.
Microsoft Corporation
JUL 2011 — OCT 2012
SDET, Xbox Graphics
Redmond, WA
Yahoo!
JUL 2006 — JUL 2009
Senior Systems Engineer
Bengaluru, India
05 / SUBJECT
// about
The human in the loop
more about →

By day, I build AI for game development at NVIDIA. By night, I'm an avid gamer, amateur photographer, and proud dog dad.

My career has followed the collision of graphics and ML — from game engines at Crystal Dynamics and DreamWorks to large-scale platforms at Microsoft, then to the frontier at Unity, neural rendering for self-driving at Zoox, and now NVIDIA.

I write about what I learn — performance, ML, mental health, the human side of being an engineer who measures everything. The learning happens in public.

Currently
Senior SWE @ NVIDIA
Located
Santa Clara, CA · PST
Stack
PyTorch · CUDA · C++ · Unity
Patents
18/144,734 · #11,189,068
Education
MS CS, USC · BE CS, BMS College
// END_OF_FIELD — REACH OUT

Let's build something.

sahilramani@gmail.com →
GITHUB ↗ TWITTER ↗ LINKEDIN ↗ INSTAGRAM ↗