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Sahil Ramani

Senior Software Engineer · 3D Simulation
650-799-3654 | sahilramani@gmail.com | www.sahilramani.com 

Summary

An avid graphics programmer and machine learning practitioner, I bring more than 12 years of comprehensive experience, with a significant focus of 9 years in the video game industry and over 4 years in leadership roles driving research and development initiatives. My expertise lies at the intersection of machine learning and real‐time graphics, and I excel at building user‐friendly software that delivers high‐quality results. 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

  • Machine Learning: PyTorch, TensorFlow, NumPy, NeRF, Gaussian Splatting, CNNs, Neural Rendering
  • Programming Languages & Frameworks: C#, C, C++, Python, XAML, C++/Cli, Bash Scripting
  • Graphics: HLSL, GLSL, DirectX, OpenGL, Ray Tracing
  • Game Engines: Unity3D, Unreal Engine, Godot, several proprietary engines
  • Version Control: Perforce, Git, SVN, Mercurial, Unity Version Control (Plastic SCM)

Work Experience

Zoox Inc

SENIOR SOFTWARE ENGINEER

Foster City, CA, USA

July 2023 - Present

  • Developed 3D Simulation and Synthetic Data generation tools, boosting Zoox model performance by over 20%.
  • Engineered frameworks for dataset quality evaluation using ML and statistical approaches, enhancing data integrity.
  • Led projects to create realistic simulated worlds, employing state‑of‑the‑art technologies like NeRF, Gaussian Splatting, and related techniques.

Unity Technologies

SENIOR SOFTWARE ENGINEER / SOFTWARE ENGINEERING MANAGER

Seattle, WA, USA

Aug. 2019 ‑ July 2023

  • Developed a Unity extension using Neural Rendering to dynamically transform game visuals, featured in the Beta teaser for the future of Unity AI.
  • Significantly enhanced machine learning efficiency by designing custom GPU kernels & operations, which streamlined both training and inference processes, reducing overhead and accelerating performance.
  • Led a team of engineers in pioneering research to leverage machine learning for superior game lighting and rendering.
  • Implemented high‑performance, GPU‑accelerated tile‑stitching for Unity’s terrain system with zero latent allocations.
  • Patent 18/144,734 : 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

  • Directed R&D efforts at Crystal Dynamics, leading engine and tool technology advancements for next‑gen games.
  • Engineered a groundbreaking graph‑based blendshape control system from Maya to game, pivotal for Hulk’s transformation in Marvel’s Avengers.
  • 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

Udacity

Jun 2021 ‑ May 2022

Online Nanodegree, AI For Trading

UDACITY

Jun 2020 ‑ Oct 2020

Online Nanodegree, Deep Learning

UNIVERSITY OF SOUTHERN CALIFORNIA

Los Angeles, CA, USA

Aug 2009 ‑ May 2011 Masters of Science in Computer Science, Game Development

BMS COLLEGE OF ENGINEERING

Bengaluru, Karnataka, India

Aug 2002 ‑ June 2006 Bachelor of Engineering, Computer Science