Resume
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