Technical Artist | Developer
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I'm a computer graphics artist and developer. My areas of expertise are:
Senior Technical Artist / Developer
Developing "Captivate", a set of high performance, Artist friendly plugins for Maya to solve problems and challenges of 4D Performance capture and 3D Geometry scanning including: Re-targeting shapes and expressions from a high resolution scanned surface to a custom mesh with an arbitrary topology, Mesh construction from un-ordered sparse 3D points by implementing Delaunay triangulation and discrete con-formal surface parameterization, Dense data sets interpolation using sparse data by implementing weighted radial basis function with various kernels, Non-destructive transfer of low and high frequency details from scanned geometry to 4D processed mesh, Volume preserving Laplacian mesh relaxation, Feature preserving Bi-lateral mesh de-noising, Rigid transform estimation with scale compensation, Feature based alignment, Linear and non-linear iterative closest point alignment, Active alignment for decoupling rigid transformation from 4D performance capture, Active cross feature geometry constraint, Assisted feature marking context for creating and editing of arbitrary features on geometry, Volume preserving surface continuity enhancer, Reflectance decomposer, Temporal alignment
Developing "ClearShot", a feature rich, highly customizable and programmable application for managing, diagnosing and triggering an array of cameras and lights using variety of hardware(s) and protocols. ClearShot is operating The Capture Lab custom 3D Scanning rig to capture actors, talents and sports players worldwide.
Lead Technical Director / Programmer
Developing “FLEX”, an artist friendly feather system (styling and simulation) for Maya, Pipeline design and programming including data flow across the studio, On-set supervision, Look development, Photo-realistic lighting and match lighting, Shot finalizing and rendering, 3D Camera tracking, Provides technical leadership and mentor ship to the artists, Works with the artists to ensure that all assets and shots are delivered within their budgeted time while meeting the standards of the show, Analyzes shots to determine and enforce the appropriate technical setup and workflow
Technical Director / Programmer
Digital lighting and look development, Setting up render layers and passes, Developing "Mathematics nodes for Maya" to enhance the process of character rigging and procedural animation, 32bit color and range diagnostic operator for Fusion, "Meta locators" to store meta data in Maya scenes, Shot assembling and scene optimization, Particles and cloth simulation, Hard surface modeling (procedural/ image-based), Texture mapping (procedural/ photo manipulation), 3D Camera tracking, Technical compositing and effects, Designing studio's network infrastructure, servers and render farm
Rendering Technical Director
Automating light-mapping pipeline by writing series of scripts to assemble generated light-maps within existing shading networks, Reducing render time by tweaking and optimizing existing scenes, Look development, Developing real-time scene viewer using Quest3D engine, Developing "Cubicle" for Maya to control large number of objects based on a multi-layer texture solver