Resume
Sahil Ramani
Senior Software Engineer
Neural Rendering, 3D Reconstruction & Simulation
sahilramani@gmail.com
Summary
Machine learning engineer and computer vision specialist with 15+ years of experience deploying production ML systems. Led development of neural rendering and terrain generation models at Unity Technologies, and architected 3D Reconstruction workflows for autonomous vehicles at Zoox. Proven track record leading targeted R&D teams of up to 5 engineers, with expertise in optimizing ML systems for real‑time applications. Extensive background in graphics programming enables unique insights into developing high‑performance ML solutions that maintain visual quality at scale.
Skills
- Neural Rendering & Machine Learning: PyTorch, CUDA, computer vision, differentiable rendering, NeRF, Gaussian Splatting, 3D Reconstruction
- Graphics Programming: DirectX 12, Vulkan, compute shaders, ray tracing, shader optimization
- Game Engine Development: Unity (engine/editor dev, custom render pipelines), Unreal Engine, Godot
- Languages & Development Tools: Python, C++, C#, Git, Perforce
Work Experience
Zoox Inc
SENIOR SOFTWARE ENGINEER
Foster City, CA, USA
July 2023 - Present
- 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
SENIOR SOFTWARE ENGINEER / SOFTWARE ENGINEERING MANAGER
Seattle, WA, USA
Aug. 2019 ‑ July 2023
- Led R&D efforts in Neural Rendering at Unity Technologies, developing AI-powered visual transformation technology featured in Unity Muse & Unity Sentis showcase.
- Engineered custom GPU kernels and ML operations that significantly improved training and inference performance through optimized memory management for Unity Sentis.
- Led a research team exploring ML applications for augmenting game lighting and rendering systems.
- 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
- Led next-generation engine and tooling R&D initiatives at Crystal Dynamics, advancing core technology for AAA game development.
- Architected and implemented an innovative graph-based body animation morphing system for Marvel’s Avengers, enabling seamless character transformations from Maya to runtime.
- Patent #11189068 : Macro‑based electronic map editing
Dreamworks Dedicated Unit
SOFTWARE APPLICATIONS ENGINEER, ANIMATION & RIGGING TOOLS
Bengaluru, Karnataka, India
Mar 2013 ‑ Oct 2014
- Led development of award-winning animation and rigging toolset at DreamWorks Animation, enhancing artist workflows and production efficiency.
- Redesigned cache management system to significantly improve editor performance and resource utilization.
- Architected next-generation rigging framework utilizing hierarchical memory models for advanced performance optimization.
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