Hi, I'm Dheeraj.
Software Engineer.
Started at Meta in 2022 on Horizon Worlds (The Metaverse) enabling creators to build games, then moved to MTIA working on the PyTorch compiler and GPU kernels for Meta's AI accelerator. Now at Nutanix building agents and RAG on top of their hybrid cloud. Bit of a generalist. I like working across pretty different kinds of problems.
Where I've been building
From creator tools in Meta's metaverse and compilers on Meta's AI silicon, to GPU research at ASU, to the hybrid cloud at Nutanix.
Software Engineer, Enterprise AI
Nutanix
Apr 2025 to Present
Building an enterprise RAG product and an agent platform on Nutanix's hybrid-cloud stack.
- Built a RAG application where users ask natural-language questions over their own documents. Handles upload, parsing, chunking, and retrieval end to end, with ChromaDB as the vector store.
- Productionized the RAG pipeline: containerized the services and deployed them on Kubernetes so the full flow runs as a real product, not a notebook demo.
- Building an agent app that exposes MCP servers as tools so users can converse with the agent and get work done across those surfaces.
Software Engineer, FX Graph Compiler (Meta Training & Inference Accelerators)
Meta (MTIA)
Aug 2024 to Apr 2025
Compiler work on Meta's in-house AI silicon (MTIA). Python frontend, C++ backend, and device kernels. Lowering PyTorch graphs down to accelerator-ready code.
- Added compiler passes at the FX-graph level: architecture-based op decompositions, pre/post TorchInductor op decompositions, and tensor broadcasting.
- Lowered 2 IG production models end-to-end onto MTIA silicon. Authored FX-level op decompositions, wrote kernels, and made model-level changes as needed.
- Proposed and shipped support for data-dependent dynamic operators on MTIA, leveraging PyTorch 2.0 Dynamo tracer features to handle shape-dependent control flow.
Software Engineer, Horizon Creator Tools
Meta (Reality Labs)
Jun 2022 to Aug 2024
Creator tooling in Horizon Worlds, Meta's cross-platform metaverse game engine. Work spanned graphics, scripting, and the asset pipeline.
- Delivered Unity Asset Bundles as an ingestible asset format for Horizon (C# + React), enabling scriptable animations, custom shaders, and collisions with native Horizon entities. Grew user retention ~20% by unlocking more expressive worlds.
- Shipped a Unity extension using UI Toolkit that let creators upload UABs directly into Horizon, backed by Hack + GraphQL services for file storage, user validation, and side-effect tracking.
- Co-architected and launched Horizon Templates (Horizon's answer to Unreal Blueprints / Unity Prefabs) in C#, Hack, GraphQL, and React. Reusable, version-controlled assets with instantiation, overrides, and property reversion.
- Built Runtime Inspector, a real-time debugging and profiling tool that removed full Unity reloads and saved developers roughly 2 minutes per day.
- Migrated ~30% of the Horizon scripting API from the legacy Codeblocks engine to a new TypeScript-based scripting system.
- Ported ~50% of Horizon's asset-library game components from Unity C# to a new C++ standalone engine for better performance and cross-platform support.
Graduate Research Assistant
Arizona State University · Tempe, AZ
May 2021 to Dec 2021
Autonomous-vehicle falsification research plus GPU benchmarking of decision-tree inference.
- Integrated the SVL Simulator with S-TaLiRo (a MATLAB toolbox for falsifying cyber-physical systems) via a Python bridge that drove simulations until falsification. Modified SVL's C# source to support custom scenarios.
- Built a CUDA C++ GPU algorithm for decision-tree inference that was at least 2x faster than our optimized CPU baseline. Also explored FIL (cuML) for forest inference, tree re-organization, and compiling decision trees into tensor computations.
Undergraduate Research Assistant
BITS Pilani · Pilani, India
Aug 2019 to May 2020
GPU graphics and VR-based biomechanics research during undergrad.
- Parallelized Delaunay triangulation on GPU using CUDA C++ to generate meshes from point sets (Jan to May 2020).
- Tracked neck biomechanics with an Oculus Rift VR headset and mapped them to a real human skull. Computed each vertebra's position via inverse kinematics in OpenSim + Unity, then plotted position over time to surface defects (Aug to Dec 2019).
The stack I ship with
Low-level systems, GPU pipelines, and shiny pixels. I'm happiest at the seam between them.
Languages
Frameworks & Libraries
3D / Game Engines
Tools
Projects & open source
Grad-school research, graphics experiments, and a from-scratch web game engine. Everything links straight to GitHub.
EverythingJs
Apr 2025Cross-platform game engine for the web, built from scratch on PlayCanvas, WebGL, React, Node, and Zustand.
CricketHero
May 2023Browser cricket game prototype. HTML/JS side project.
NEAT
Apr 2022Python implementation of NeuroEvolution of Augmenting Topologies (NEAT) for evolving neural networks.
BlackBox-SVL
Nov 2021Python interface between the SVL Simulator and the S-TaLiRo falsification toolbox for end-to-end AV scenario testing. Built during ASU research.
Computer Graphics Projects
Sep 2021OpenGL graphics experiments including shadow mapping for static and dynamic objects. Fixed shadow acne, jaggy edges, and z-buffer issues along the way.
Decision Tree on GPU
Jun 2021CUDA C++ implementation of decision-tree inference, benchmarked against cuML's FIL and CPU baselines. At least 2x faster than the optimized CPU version.
NN from Scratch (GPU)
Mar 2021Neural network implemented from scratch with GPU kernels. Hands-on companion to the autodiff project.
Automatic Differentiator
Feb 2021Reverse-mode automatic differentiation for a neural-network computation graph (ReLU, Softmax, etc.) with CUDA C++ kernels wired in via ctypes.
Mini-base Extension
Jan 2021Extended the Mini-base DBMS with a skyline operator (NestedLoops, BlockNestedLoops, SortFirst, BtreeSorted) plus Hash and Clustered B-Tree indexing.
N-Body Simulation
Nov 2018Classic n-body gravitational simulation in C++.
Where I learned the fundamentals
M.S. in Computer Science
Arizona State University, Tempe
Jan 2021 to May 2022
Two years of grad CS at ASU. Mostly filled in the systems, compilers, and ML foundations I hadn't had a formal course in before. Came in handy later on the compiler side at Meta.
M.Sc. Physics and B.E. Electronics & Communication Engineering
Birla Institute of Technology & Science, Pilani
2015 to 2020
Five year dual program. Physics was the math heavy side, still where most of my intuition for linear algebra comes from. Electronics was the hardware side: signals, digital logic, computer architecture. That's where my interest in low level code started.
Udacity Nanodegrees
Udacity · Deep Learning Nanodegree
CNN for dog-breed classification, RNN for Seinfeld script generation, GAN for celebrity faces.
Udacity · Computer Vision Nanodegree
Haar-cascade face detection, YOLO pedestrian detection, CNN facial keypoints, CNN-RNN image captioning, SLAM for a virtual bot.
Udacity · Deep Reinforcement Learning Nanodegree
Deep Q-Network (DQN) bot in Unity, actor-critic (DDPG) for a double-jointed arm, and more.
Get in touch
Open to chatting about systems engineering, graphics, game engines, or anything you think I'd find interesting. ✉️