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Sahil Ramani

SENIOR SOFTWARE ENGINEER · MACHINE LEARNING & GRAPHICS
650-799-3654 | sahilramani@gmail.com | www.sahilramani.com 

Summary

With over 12 years of software development experience, including 4 years specializing in machine learning, I am an accomplished software developer with a proven track record of leading teams focused on R&D projects. My expertise lies in building software at the intersection of machine learning and creativity. I am passionate about developing innovative solutions that push the boundaries of what’s possible with technology, and I’m always eager to take on new challenges.

Skills

  • Programming Languages: C, C++, C#, Python
  • Machine Learning: PyTorch, TensorFlow, NumPy
  • Graphics: HLSL, GLSL, DirectX, OpenGL, Ray Tracing

Work Experience

Unity Technologies

SENIOR SOFTWARE ENGINEER / SOFTWARE ENGINEERING MANAGER

Seattle, WA, USA

Aug. 2019 ‑ Present

  • Augmented the graphical capabilities at Unity using state‑of‑the‑art ML enhanced rendering techniques.
  • Accelerated machine learning training and inference by creating custom GPU kernels/ops and improving training environments.
  • Collaborated with several teams at Unity to improve artist and tech art workflows when working with large game worlds with machine learning.
  • Worked with program management across rendering and lighting teams at Unity to define roadmaps and visions for ML accelerated lighting & rendering at Unity.
  • Led a team of skilled engineers to conduct cutting‑edge research in utilizing machine learning to enhance lighting and rendering for games.
  • Fixed long‑running issues in Terrain rendering at Unity, unblocking several game studios.
  • Patent Pending : System and Method for Interactive Asynchronous Tile‑Based Terrain Generation

Crystal Dynamics

ENGINE LEAD, FUTURE PROJECTS / SENIOR SOFTWARE ENGINEER

Redwood City, CA, USA

Nov 2014 ‑ Aug 2019

  • Led the R&D team developing engine and tool technologies for the future of games at Crystal Dynamics.
  • Engineered a novel end‑to‑end graph‑based artist‑animated blendshape control from Maya to the game.
  • Developed a solution to support collaborative editing of game worlds in real‑time.
  • Patent #11189068 : Macro‑based electronic map editing.

Dreamworks Dedicated Unit

SOFTWARE APPLICATIONS ENGINEER, ANIMATION & RIGGING TOOLS

Bengaluru, Karnataka, India

Mar 2013 ‑ Oct 2014

  • With the R&D team, developed the award‑winning animation and rigging tools for DreamWorks Animation.
  • Improved design of cache handling and paging to improve editor performance.
  • Prototyped high‑performance hierarchical memory models for the next generation rigging tools.

Microsoft Corporation

SOFTWARE DEVELOPMENT ENGINEER IN TEST, XBOX GRAPHICS

Redmond, WA, USA

July 2011 ‑ Oct 2012

Nokia Research Center

RESEARCH INTERN, MOBILE EXPERIENCES

Santa Monica, CA, USA

May 2012 ‑ July 2012

Yahoo! Software Development India

SENIOR SYSTEMS ENGINEER / SYSTEMS ENGINEER

Bengaluru, Karnataka, India

July 2006 ‑ July 2009

Education

Nanodegree, AI For Trading Online

UDACiITY Jun 2021 ‑ May 2022

Nanodegree, Deep Learning Online

UDACITY Jun 2020 ‑ Oct 2020

Masters of Science in Computer Science, Game Development Los Angeles, CA, USA

UNiVERSITY OF SOUTHERN CALIFORNiA Aug 2009 ‑ May 2011

Bachelor of Engineering, Computer Science Bengaluru, Karnataka, India

BMS COLLEGE OF ENGiNEERING Aug 2002 ‑ June 2006