Jad Nohra - Engineering Director (Hands-on)
Experience
Software Developer
Side Project
- Vram.run: Rust, TypeScript, HF Inference API with 19 providers, 220+ HW configs, and 30+ cloud GPUs. Search a model to see which API providers serve it, which GPUs can run it locally (and how fast), and what cloud rental would cost. Or search your hardware and see what fits. Also includes a Rust CLI.
- Psychotron: JavaScript, Web Audio API, AudioWorklet, Canvas 2D. Front-end for flash fiction audiobook with Web Audio DSP chain featuring pitch-shifting, 12-voice chorus, flanger, 13-band EQ, and convolver reverb. Includes a 2D canvas effect morphing engine and synchronized teleprompter.
- RecentWork: Swift, macOS, FSEvents, launchd. macOS daemon that watches project directories and maintains a flat folder of symlinks to recently modified files. Homebrew installable.
- Mini-llm: Bash, macOS, launchd, Ollama, llama.cpp, MLX, Open WebUI. Single command that turns a Mac Mini into a headless AI server.
- ThatSlop: JavaScript. Chrome/Firefox extension for AI content detection on LinkedIn and Twitter.
- Smux: Bash, tmux. Human-friendly tmux wrapper that is Homebrew installable.
- Learn Rust Course: Rust. Course on Rust’s memory model for C++ programmers, written from experience of transitioning from C++ to Rust at Irreducible.
Software Developer
Side Project
- ELIZA2: Python. Modern recreation of Weizenbaum’s 1966 chatbot using classical AI and pattern matching. Faithful to the original algorithm with a modern interface.
Architecture & Compiler Lead
Irreducible
- Three-Mode Architecture: Designed a unified device abstraction across emulated (CPU), verilated (RTL simulation), and FPGA hardware using Rust and Verilator. Proposed and implemented a systems layer that used the same interface for all modes, enabling simulation to catch bugs and estimate future performance.
- XLang Compiler: Led the development of a domain-specific language and compiler for the xcheck accelerator. Built a pipeline including DAG computation graph construction, instruction scheduling, register allocation with greedy coloring, and VLIW code generation. Managed a team to develop an emulator for validation and optimized code for FPGA cores with multi-register bank constraints.
- ZK Compute Kernels: Developed core compute kernels in Rust for zero-knowledge proof acceleration, including Number-Theoretic Transform (NTT), FRI fold operations, tensor expand, inner products, and sum composition evaluations.
- FPGA Device Management: Implemented bitstream programming, VFIO driver binding, DMA memory management, and PCIe device configuration in Rust and Linux. Managed AWS S3 bitstream distribution and task graph scheduling with IOMMU integration.
- Binius Integration: Integrated hardware acceleration for the Binius zero-knowledge proof system, focusing on finite field operations over binary fields, polynomial commitments, and multi-linear extensions.
Safety & Perception Engineer
Fernride
- Hazard Zone Model (HZM): Developed a comprehensive safety specification using swept-path analysis and articulated truck-trailer kinematic modeling. Integrated uncertainty sources such as LiDAR calibration and weather effects for trajectory prediction.
- Safety Perception Pipeline: Built a LiDAR and Radar based ground plane segmentation pipeline with a zero false negatives requirement. Validated performance in Estonian winter operations across heavy rain and snow.
- Safety Case Design: Developed a DFD-based approach for TÜV SÜD certification, ensuring the design remained close to code with provable output statements.
- Function Testing Framework: Created a scenario and test database for systematic validation of open-loop safety decisions using replay-based testing and ground truth labeling.
- Trailer Angle Detection: Implemented trailer detection using geometric projection and cosine fitting on point clouds.
Safety & Systems Engineer
Argo AI
- Statistical Test Design: Developed a statistical framework for proving AV safety at deployment scale using Wilson score binomial confidence intervals, hypothesis testing, and Design of Experiments (stratified sampling, Plackett-Burman, Gaussian processes).
- Scenario Generation Framework: Created a mathematical framework for responsive scenario generation, optimizing coverage by identifying and removing millions of non-value-providing scenarios.
- Modeling Library: Developed a library for realistic noise injection based on real-world data component I/O analysis, improving test accuracy.
Lead Simulation Engineer
Audi AID
- VTT Simulation Platform: Architected a multi-layer simulation framework with discrete-event scheduling, driver models (Wiedemann, IDM), and vehicle dynamics. Grew a 2-person team to 20 engineers across 4 teams. Developed an 8-dimension AV compute timing model and path refinement using QP/CVXGEN.
Simulation Engineer
Side Project
- Daisy Traffic Simulator: Python. Minimal open-source traffic simulator for prototyping traffic flow ideas using agent-based simulation. Ideas were incorporated into the main AID product.
- PaCoS Concurrency Simulator: Python. Deterministic concurrency simulator for debugging distributed systems and ensuring reproducible behavior in parallel AV stacks. Used for architecture decisions on distributed systems.
Software Developer
Side Project
- Defdefqed FOL Prover: Python. First-order logic theorem prover and semantic graph crawler using resolution and unification. Used to formalize mathematical exploration and extract relationships from texts.
- Tag_export: Python. Curated and tagged bibliography of technical books and papers for quick lookup during study sessions and project research.
Formal Methods Student
Study
- Rigid Body Dynamics: Formal treatment of RBD connecting practical simulation to mathematical foundations in mechanics and constraint solving.
- Programming Logic: Deep dive into the theoretical foundations of programming languages, including lambda calculus, type theory, and their connections to logic.
Analysis & Geometry Student
Study
- Analysis & Geometry: Rigorous study of differential geometry, real analysis, manifolds, measure theory, and calculus of variations. Applied at Havok for solver formalization.
Researcher
Guided Know.
- Uniqueness of Minima: Published a research paper proving uniqueness conditions for certain least squares problems, providing theoretical foundations for IMU sensor fusion optimization.
Software Developer
Side Project
- MLCP 2.0 (Julia LP Solver): Julia, GLPK. Implementation of linear programming and LU decomposition for exploring numerical methods for constraint solving in physics engines. Used for HKDS research and arXiv validation.
- Hinges_py RBD Simulator: Python. Rigid body dynamics simulator exploring constraint formulations and numerical methods outside the Havok codebase. Used for HKDS research and arXiv validation.
- Trace (Real-Time Plotting): Python. Real-time data visualization tool for physics debugging, plotting solver convergence, constraint forces, and numerical residuals at Havok.
- Asinus_salutem (Math Parser): Python, SymPy. Interactive math expression parser with symbolic computation and AST construction for mathematical exploration and verification.
Foundations & Logic Student
Study
- Foundations & Logic: Study of set theory, logic, and philosophical underpinnings. Materials included Potter’s Set Theory, Gödel’s incompleteness, and Hestenes geometric algebra for physics.
Researcher
Study
- TheNotes Collection: Compilation of 90+ documents over 10 years covering physics, linear algebra, analysis, formal logic, and differential geometry.
Mathematics & Physics History Student
Study
- Mathematics & Physics History: Intensive self-study of historical and philosophical foundations through primary sources. Covered LCP and GJK algorithm studies, eigenvalue problems, set theory, and Barwise on truth and circularity.
Principal Physics Engineer
Havok/MS
- Physics-2014 Contact Solver: Rewrote the contact constraint solver using Gauss-Seidel and SIMD, optimizing for branch prediction and data rearrangement for deterministic multi-core scaling.
- HKDS High-Fidelity Solver: Conducted R&D for robotics and machinery simulation, building a substepping algorithm and prototyping an MLCP solver in Julia.
- TOI Argument: Authored a mathematical proof showing the Time-Of-Impact tunneling problem has no complete solution, allowing the team to refocus on trade-offs.
- HoloLens Spatial Localization: Researched mixed reality localization including walk graphs, anchor nodes, loop closure, jitter compensation, and occupancy grid segmentation.
- Network Physics R&D: Prototyped client-server physics synchronization with prediction and rollback for distributed rigid body simulation.
- Geometry Numerical Issues: Investigated floating-point issues in collision geometry using IEEE 754 analysis, interval arithmetic, and ULP analysis for ray-triangle and ray-sphere robustness.
- WiiU Math Library: Optimized low-level math libraries for the PowerPC CPU using PowerPC assembly and instruction-level SIMD.
- Job Queue Timing Fuzzer: Developed an automated timing fuzzer to detect race conditions and hard-to-reproduce threading bugs through automated instrumentation.
Mathematics & Physics Student
Study
- 77-neurons Mathematical Foundations: Year-long structured self-study covering calculus, proofs, and linear algebra. Included weekly exercises and discussions based on The Calculus Lifesaver, Book of Proof, and Linear Algebra.
Numerical Analyst
Side Project
- Floating Point Analysis: Python, C++. Low-level IEEE 754 exploration including bit manipulation, epsilon calculation, and denormal handling. Served as the foundation for numerical stability work at Havok.
Software Developer
Side Project
- Bigfoot Animation System: C++, OpenGL, GLM. Skeleton retargeting and motion planning system with BVH mocap loader, footplant detection, and physics-based locomotion.
- Bigeye UI Framework: C++, OpenGL, MagickWand, Win32. Lightweight retained-mode UI framework with scene graph rendering for rapid prototyping of graphics and simulation tools.
- Puppeteer BVH Viewer: C++, OpenGL, GLM. BVH file loader and skeletal animation viewer used for Bigfoot animation research and motion capture visualization.
- BlenderToBVH Export: Python, Blender API. Blender addon to export armature animations to BVH format via armature traversal and coordinate system conversion.
- RecastMOD Navmesh: C++, OpenGL. Modified industry-standard navmesh library used for AI pathfinding through voxelization and mesh generation. Served as the foundation for Guerrilla’s region generation work.
AI & Physics Engineer
Guerrilla
- Killzone 3 AI Systems: Developed environment-aware AI using behavior trees, environment queries, and physical animation. Handled SPU multithreading and DMA debugging on PS3.
- Killzone 3 Vehicle AI: Implemented vehicle pathfinding, motion planning, and dynamics for AI-controlled vehicles.
- Automatic Region Generation: Developed automated navmesh region generation using skeletonization and medial axis transform, improving upon industry standards for corner cases.
Game AI Developer
Side Project
- Obstacle Avoidance: C++, 2D viz. Implementation of velocity obstacles and steering behaviors for local collision avoidance for crowds and NPC navigation.
- TicTacToe AI Testbed: C++. Implementation of Minimax, alpha-beta pruning, and reinforcement learning. The RL contribution was integrated into the AI Sandbox.
- Graphics Framework (Q3 BSP): C#, OpenGL. BSP-based renderer for Quake 3 maps featuring spatial partitioning, PVS culling, and real-time rendering.
Main Programmer
AiGameDev
- AI Sandbox: Developed an open-source game AI framework featuring HPA*, locomotion systems, and reinforcement learning. Co-authored 'Parallel Pathfinding on Modern Hardware'.
Lead Engine Developer
Kimera
- World-Of-Football Engine: Built a complete indie game engine from scratch using C++ and DirectX, including rendering, physics, animation, neural network goalkeeper AI, and a scripting system using Squirrel.
University Projects
AUB
- Developed foundational projects in C++, Java, and DirectX including a software rasterizer, ray tracer with BVH, octree-based racing engine, wave simulator, and 2D physics engine.
Industry Experience
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Experienced in Information Technology, Education, Automotive, Transportation, and Aerospace and Defense.
Business Area Experience
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Experienced in Product Development, Research and Development, Information Technology, and Quality Assurance.
Summary
Engineering leader and direct technical contributor with 25+ years across four distinct domains: real-time physics engines, autonomous vehicle simulation and safety, and cryptographic hardware acceleration. Built and led organizations up to 25 engineers. 2 US patents. Deep foundations in mathematics, physics, and systems engineering applied across each of these domains.
Skills
Languages & Systems: Rust, C++, Python, Java · Fpga (Xilinx/verilator) · Simd/sse/avx · Embedded Systems · Distributed Systems
Cryptography & Hardware: Zero-knowledge Proofs (Polynomial Commitments, Ntt, Finite Fields) · Fpga-accelerated Cryptographic Compute · Pcie/dma/vfio Device Management
Safety & Regulated Delivery: Tüv Süd Certification · Iso 26262 / Asil-d · Lidar/radar Perception · Requirements Traceability · Ros2
Quantitative Methods: Numerical Analysis · Linear Programming · Nonlinear Optimization · Design Of Experiments · Statistical Safety Validation.
Languages
Education
American University of Beirut
Bachelor of Engineering, Computer Engineering · Computer Engineering · Beirut, Lebanon
Emporia State University
MS Mathematics coursework · Mathematics · Emporia, United States
Certifications & licenses
ISO 26262 / ASIL-D
ISO
TÜV SÜD certification
TÜV SÜD
Statistics
Experience
Global Experience
Expertise
Qualifications
Profile
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