Played an integral role within a stealth startup team dedicated to the design, construction, and ongoing maintenance of code for real-time rendering of avatars and scenes in the Metaverse, leveraging Unreal Engine.
Researched on blendshapes and implemented a new morphable model for the facial capture, AI based solve model which remarkably improved the quality of expressions on a Metahuman.
Built a Non Linear Expression Scaling artist friendly tool to help tune morph targets in real time.
Orchestrated remarkable enhancements in rendering quality and efficiency, optimizing real-time performance. Pioneered professional rendering methods, including modular real-time advanced lighting and scenes.
Innovated by adapting our system, originally tailored for custom avatars, to seamlessly integrate Metahumans and Unreal Engine 5.2. Spearheaded the technical transition, ensuring compatibility, optimizing performance and pioneering research for artist-friendly tools enabling real-time facial expression tuning.
Flourished within a tight-knit team of 6, adroitly wearing multiple hats as artist and developer. Adaptable and eager to learn, consistently delivered while contributing significantly to team success.
Val G. Hemming Simulation Center - Graphics Engineer
August 2020 - April 2022
Develop training scenarios for learners in the VME Lab and the WAVE.
Develop 3D display algorithms for the Wide Area Virtual Environment.
Research into novel computer algorithms, real-time tracking, and real-time interactive systems for the VME Lab.
Plan and develop virtual environments to be used for training.
Organize equipment, facilities, and other VME Lab resources in preparation for training events.
Design and develop software to support the VME Lab’s medical simulation research and development initiative.
Assist in conducting tours and demonstrations of the VME Lab’s capabilities for visitors and VIPs.
Val G. Hemming Simulation Center - Graphics Engineer Intern
May 2020 - August 2020
Conducted research on Motion Matching algorithm and implemented an academic research paper on an existing plugin.
Worked on the VME lab’s WAVE software environment and developed a technique to vastly improve it’s computational efficiency.
VME lab’s WAVE software environment research and development.
Texas A&M University - Graduate Teaching Assistant
August 2018 - May 2020
Taught classes on C++ programming with openGL and conducted lab sessions to help students with programming projects. Conducted and graded quizzes and projects.
Worked with students in creating different animation shorts.
Helped with modeling and rigging and other tools in MAYA. Graded assignments and projects.
Moving Picture Company - Modeling Artist
June 2016 - July 2018
Worked on VFX demanding Hollywood movies to create industry standard 3D models.
Extensive experience in high-poly 3D modeling and sculpting.
Effective member of the team. Was the acting lead of the movie “The Predator”.
Got credits as a digital artist for various movies like “The justice League”, “Ad Astra”, “Ghost In The Shell” and others.