Software Engineer
- Ported large AI models to ZML’s inference stack, built in Zig.
- Adapted model architectures and operators so they compiled and ran efficiently on accelerators.
- Worked on model loading, compilation, and inference.
// software · systems
Software engineer · Paris
My work has taken me from large-model inference and custom accelerators to robots and computer vision.
// layer_00 · signal
A little about my work and life outside it
Alhussein Jamil
AI, robotics, and systems
Paris, France
I’m a software engineer based in Paris. I like projects that seem simple on paper—until the constraints of the real world get involved.
Most recently, I ported large models to ZML’s Zig-based inference stack. Before that, I worked on a PyTorch stack for a photonic accelerator at Arago, robot locomotion at Wandercraft, and computer vision for robotic automation at EyePick. I studied at École Polytechnique and Sorbonne Université.
I enjoy software that has to survive contact with hardware, physics, latency, and people. Outside work, that usually means side projects, music, climbing, or a puzzle I should have left alone.
// hidden_layers · experience
My work has covered inference, AI accelerators, robotics, and computer vision
Work that had to run outside a notebook.
// weights · toolkit
Tools I use, what I studied, and where I teach
// forward_pass · selected_work
Selected projects with code, working demos, or both
open source · reinforcement learning · MuJoCo
capstone · VR · robotics
Unity · VR · Franka Emika · Redis · Hand tracking
Touch simulation
Affective touch simulation
A brush stroke on a virtual hand, used as the main stimulus for the study.
Protocol & interface
Calibration
Hand-tracking calibration
The participant confirms hand poses, then follows a countdown before trials start.
In-VR ratings
Pleasantness & intensity UI
Ratings happen inside the headset, so the trial flow is not interrupted.
school project · Unity · ADHD
Hub & level select
A temple hub with statue landmarks and portals into each mini-game.
Solo school project · ~200 hours · built for ADHD user testing
4 mini-games
Color-coded crate puzzle
A Sokoban-style room: push crates onto matching colored altars.
Fragile bridge pathing
Numbered crates tell you how many tiles survive before the bridge gives way.
Ice sliding & hazards
Frictionless ice, spike traps, and very little room for sloppy moves.
Flashlight labyrinth
A circular maze where the fog-of-war only reveals tiles near the player.
game AI · pygame
original Pygame build
geometry · optimal transport
Barycenter demos
2D shape morph
Dots turn into a star through a convolutional Wasserstein barycenter on a 2D grid.
RGB image morph
Per-channel barycenters blend two color photos while keeping the mass structure readable.
3D voxel morph
A voxel dinosaur and a double torus interpolate through a lightly smoothed 3D barycenter.
Surface distribution transport
Heat-kernel Gaussians on a torus blend in 13 steps, so the spread and merge stay visible.
// latent_space · selected_projects
Focused builds for learning a system, testing an idea, or solving a problem
A ViT that orders image patches along a Hilbert curve so sliding-window attention preserves more of their 2D neighborhood.
Attention-based translation rebuilt from scratch so the encoder-decoder loop was no longer a black box.
A U-Net that predicts source masks from spectrograms.
Playable Pygame chess with full rules, minimax + alpha-beta AI, sandbox mode, and an RL-ready board API.
Segment person and clothing, edit masks, and inpaint new outfits with Stable Diffusion.
Train image classifiers from folder-labeled ZIPs with PyTorch transfer learning and a Gradio UI.
More experiments live on GitHub.
// render_pass · first_obsession
3ds Max experiments from when I was 10 to 15
I taught myself 3ds Max because I wanted to make Pixar-like rooms and characters. These renders were my first real creative work on a computer.
// output_layer · return
Have a project, a systems problem, or an unusual technical challenge?