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Work Background
Engineering Director
IrreducibleEngineering Director
Sep. 2024* Building a highly performant system software / HPC fabric, that enables hardware accelerated ZKP to reach its full potential scaling blockchains, including compilation into our custom instruction sets. * Optimizing Irreducibleโ€™s engineering workflows and processes. * Ensuring project and product delivery.
Principal Engineer / Senior Engineering Manager - Autonomous Driving
FERNRIDEPrincipal Engineer / Senior Engineering Manager - Autonomous Driving
Jan. 2023 - Sep. 2024Technically leading and managing a team developing safety critical autonomous driving functions for trucks, using safe perception techniques, applied to sensors such as LiDAR and Radar. Making sure the company adopts a solid strategy and stays on an optimal path to success, as a member of the engineering leadership team
Engineering Manager - Autonomous Vehicle Test Strategy
Argo AIEngineering Manager - Autonomous Vehicle Test Strategy
May. 2022 - Dec. 2022I was offered to lead the testing strategy due to my internal contributions to the topic. I started working on a strategy that is pragmatic, efficient, iterative, convincing, and knits together the knowledge of autonomy, simulation, virtual testing, and systems engineering, filling the many gaps contained in a still immature and underspecified SOTIF standard.
Staff Software Engineer and Team Lead - Simulation Modeling and Validation
Argo AIStaff Software Engineer and Team Lead - Simulation Modeling and Validation
Jun. 2021 - May. 2022I was the main driver for the Argo simulation validation effort. In that role, I bootstrapped the topic, obtained management buy-in, as well as buy-in from technical leads of autonomy teams (motion control, prediction, motion planning) and systems engineering (SOTIF, Function safety). I assembled a team focused on the topic, including tight collaboration with systems engineers. I set goals and roadmaps, then contributed significantly to the execution, producing a software model library with clear validity boundaries, supported by a mix of theoretical and empirical arguments. This included a compute mode, a vehicle model, a traffic model, a scenario generation model (patent pending), an AV sensing model, as well as multiple specialized tools. The results were used internally, but also presented to our partner OEMs (Volkswagen, Ford), and were going to be used to satisfy the European Union autonomous vehicle simulation validity requirements.
Simulation Area Tech Lead - Autonomous Vehicles
Autonomous Intelligent Driving GmbHSimulation Area Tech Lead - Autonomous Vehicles
Apr. 2018 - Jun. 2020Built and led 4 virtual testing/simulation related teams with a total of 20 engineers (50% PhD, 13 years experience on average), until an acquisition by Argo AI in the context of a VW-Ford partnership. Topics were: SIL framework for full stack replay and simulation, traffic simulation, environment and sensor simulation, scenario-based diagnostics and tooling Tasks included: Vision, strategy, roadmap, planning and execution, Team building, empowering people, technical leadership, engineering management, getting hands dirty and things done, code or otherwise, prototyping, technology scouting and partner management.
Lead 'Destruction' Simulation (R&D) - Havok
MicrosoftLead 'Destruction' Simulation (R&D) - Havok
Jun. 2017 - Mar. 2018As interim lead for Havok Destruction I did the following: Determination of requirements through data, interviews and surveys, identification of technically problematic features by technical proof, development of roadmap and presentation to stakeholders, maintenance through bug-fixing
Real-time 'Physics' Simulation Specialist (R&D) - Havok
MicrosoftReal-time 'Physics' Simulation Specialist (R&D) - Havok
Dec. 2015 - Jun. 2017Worked on R&D prototypes related to the integration of the Havok physics engine into the augmented reality Hololens, resulting in a localization related patent. I also worked on prototyping a cloud-based distributed physics concept.
Consultant in Applied Mathematics, IMU sensors
Guided KnowledgeConsultant in Applied Mathematics, IMU sensors
Jul. 2015 - Sep. 2015Consulted 'Guided Knowledge' in the topic of nonlinear optimisation as applied to IMU sensor data. The result was the writing of a technical internal report that was used to steer certain decisions. Additionally, I wrote related python based tools.
Real-time 'Physics' Simulation (R&D)
HavokReal-time 'Physics' Simulation (R&D)
Jun. 2011 - Dec. 2015Worked on the Havok physics engine (Leading real-time rigid-body dynamics middleware) on the following topics: Low-level optimization (Vectorization, Multi-threading), Geometric queries, Numerical analysis, Numerical optimization (linear programming) in the context of physics solvers.
Senior AI programmer
Guerrilla Games (Sony Computer Entertainment Europe)Senior AI programmer
Sep. 2009 - Jun. 2011For the AI of Killzone 3 (Acclaimed Playstation3 FPS) I worked on: AI and animation motion planning, navigation and behavior (humanoids, land and air vehicles), multiplayer AI bots, automated navigable space generation and tools, automated AI testing, Maya animation tooling.
Freelance Programmer (AI R&D)
AiGameDev.comFreelance Programmer (AI R&D)
Dec. 2008 - Sep. 2009At AiGameDev, we aimed to build an open source framework for state of the art game AI. I was a main contributor to that framework, and worked on: Motion Graphs, Animation, Locomotion Planning, Reinforcement learning, A*, Hierarchical A*, Terrain Clustering, low level AI systems (logging, assertion, smart pointers)
Senior Software Engineer
Sixteen Tons GmbHSenior Software Engineer
Apr. 2008 - Oct. 2008Worked on a Nintendo DS game engine, including graphics, optimization, gameplay, effects, audio. I also wroted the AI system for an 'stochastic with incomplete information' kind of game.
Co-Founding Programmer
Kimera Studios (Indie Game company)Co-Founding Programmer
Jan. 2006 - Dec. 2008As technical co-founder, I co-designed and implemened the soccer game https://github.com/jadnohra/World-Of-Football from scratch in c++. This included low level systems, template libraries, math libraries, logging, custom micro-collision physics engine, sound system, fixed function rendering, mesh loading, mesh transforms, skeletal animation system, animation blending, neural network ball trajectory estimation, tactical pass interception, goalie behavior based on online real goalie coaching websites, exact non probabilistic goalie saves, data driven scenes, scene graph, space partitioning (KD, BSP, Oc, Quad trees), and more.
Software Engineer, Quality Engineer
Living Systems AGSoftware Engineer, Quality Engineer
Jan. 2001 - Dec. 2002
Software Engineer
Gaming LogixSoftware Engineer
Jan. 1999 - Dec. 2001Developed an online casino game engine in both C++/DirectX and java, both server and client side.

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