sahil_ramani / field_v3.2
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// DOCUMENT · CV · 2026.07

Sahil Ramani

Senior Software Engineer · AI for Game Development · Neural Rendering, 3D Reconstruction & Simulation

Santa Clara, CA · PST sahilramani@gmail.com [ DOWNLOAD .PDF ]
01 Summary

Machine learning engineer and computer vision specialist with 15+ years of experience deploying production ML systems. Working on AI for Game Development at NVIDIA. Previously led neural rendering and terrain generation at Unity Technologies, and architected 3D reconstruction workflows for autonomous vehicles at Zoox. Proven track record leading R&D teams with expertise in optimizing ML systems for real-time applications.

02 Skills
Neural Rendering & ML
PyTorchCUDANeRFGaussian SplattingComputer VisionDifferentiable Rendering
Graphics
DirectX 12VulkanRay TracingCompute ShadersShader Optimization
Game Engines
UnityUnreal EngineGodotCustom Pipelines
Languages
PythonC++C#HLSLGitPerforce
03 Experience
NVIDIA
JULY 2025 - PRESENT
Senior Software Engineer
Santa Clara, CA · AI for Games
  • Working on AI systems to improve game development workflows.
Zoox Inc.
JULY 2023 - JULY 2025
Senior Software Engineer
Foster City, CA · Neural Rendering & 3D Reconstruction
  • Led pioneering technical team implementing NeRF and Gaussian Splatting, significantly advancing training environment fidelity & diversity.
  • Optimized 3D Simulation & Synthetic Data pipelines delivering 20% improvement in Zoox ML model performance.
  • Developed comprehensive simulation quality metrics using FID, KL Divergence and SSIM to quantify and reduce sim-to-real gap.
Unity Technologies
AUG 2019 - JULY 2023
Senior SWE / Engineering Manager
Seattle, WA · Neural Rendering & Game Engine
  • Led R&D in Neural Rendering at Unity, developing AI-powered visual transformation technology featured in Unity Muse & Sentis.
  • Engineered custom GPU kernels and ML operations, significantly improving training and inference performance.
  • Led research team exploring ML applications for augmenting game lighting and rendering systems.
  • Implemented GPU-accelerated tile-stitching for Unity's terrain system with zero latent allocations.
⪩ Patent 18/144,734 - Interactive Asynchronous Tile-Based Terrain Generation
Crystal Dynamics
NOV 2014 - AUG 2019
Engine Lead, Future Projects
Redwood City, CA · Next-Gen Engine & Tooling
  • Led next-generation engine and tooling R&D initiatives for AAA game development.
  • Architected an innovative graph-based body animation morphing system for Marvel's Avengers.
⪩ Patent
DreamWorks Animation
MAR 2013 - OCT 2014
Software Applications Engineer
Bengaluru, India · Animation & Rigging Tools
  • Led development of award-winning animation and rigging toolset, enhancing artist workflows.
  • Redesigned cache management system to significantly improve editor performance.
Microsoft
JUL 2011 - OCT 2012
SDET, Xbox Graphics
Redmond, WA
Nokia Research Center
MAY 2012 - JUL 2012
Research Intern, Mobile Experiences
Santa Monica, CA
Yahoo!
JUL 2006 - JUL 2009
Senior Systems Engineer
Bengaluru, India
04 Education
MS Computer Science, Game Development
University of Southern California
Los Angeles, CA
2009 - 2011
BE Computer Science
BMS College of Engineering
Bengaluru, India
2002 - 2006
Nanodegree, AI for Trading
Udacity
Online
2021 - 2022
Nanodegree, Deep Learning
Udacity
Online
2020
05 Patents
⪩ US PATENT 18/144,734
Interactive Asynchronous Tile-Based Terrain Generation
UNITY TECHNOLOGIES · GPU-accelerated tile stitching with zero latent allocations
⪩ US PATENT #11,189,068
Macro-based Electronic Map Editing
CRYSTAL DYNAMICS · Workflow innovations for AAA game map editors