• 20+ years experience in CGI industry
• 3+ years experience as Lighting/Shading TechnicalDirector (Renderman)
• Developed pipeline for synthetic datasets rendering for Deep Learning and Computer Vision
• Created automated assets conversion pipeline from offline to real time engines
• Managed and supported local GPU renderfarm infrastructureand cloud rendering
• In-depth practical knowledge of PBR (PhysicallyBased Rendering)
• Solid automation experience for 3D/VFX pipeline
3D Software: Maya, Houdini, 3DsMax
3D Sculpting Tools: Zbrush, Mudbox, 3DCoat
Photogrammetry: Agisoft Metashape, Reality Capture
Texturing: Quixel Mixer, xNormal, Substance Painter/Designer, Photoshop
Rendering: Redshift3D, Renderman, Mantra, Vray
Shading Languages: RSL, HLSL, GLSL
Programming: MEL, Python, PyQt, PySide, Tcl/Tk, C, shell scripting
Game Engines: Unreal Engine 5, Unreal Engine 4, Unity
Version Control: SVN, Git
Technical Director / Graphics Engineer, Freelance | Present
• Working on ground truth data rendering pipeline
• Maintaining renderfarm and cloud rendering
• Developing scripts for CGI pipelines
Graphics Engineer - Synthetic Data, Magic Leap | Sunnyvale, CA | Dec 2017 – May 2020
Simulated and rendered massive scale synthetic Datasets for Deep Learning and Computer Vision.
• Worked on synthetic ground truth for DL and CV
• Pipeline and dataflow development
• Renderfarm setup and management
• Wrote plugins and scripts for Deadline
• 3D assets batch processing
• 3D assets optimization
• Developed fully automated Maya to Unreal Engine conversion pipeline
— Maya, Houdini, Unreal Engine, Python, MEL, Nuke, PySide, Redshift3D —
3D Generalist / Rendering Technical Director, Lytro | Mountain View, CA | Sep 2016 – Dec 2017
• Created photo-realistic 3D scenes that used as groundtruth data for Machine Learning
• Rendered 3D scenes in Maya/Houdini for Lytro VRcamera simulations
• Rendered multi-view CG images to simulate various configurations of VR camera prototypes
• Used GPU accelerated rendering techniques (Redshift3D) to speed up rendering up to 30x
• Wrote Python and MEL scripts for Maya
• Wrote custom shaders
• Automated day-to-day task using Python and shellscripting
• Scripted for Deadline render manager using Python API
• Created user interfaces in PySide/PyQt
Photogrammetry Technical Director, Transparent House | San Francisco Bay Area | Nov 2013 – Oct 2015
• Developed pipeline for scan 3D data processing
• Completed 300+ photorealistic 3D models using photogrammetry
• Developed pipeline for scan 3D data processing from scratch
• Created photorealistic textures from still images
• Tested 3D models for issues and errors
• Cleaned up 3D scans geometry
• Fixed 3D scans textures issues in Photoshop and Mudbox
• Lighted and shaded 3D models
• Used Python for automation
Shading/Rendering Technical Director, Ulitka Postproduction | Oct 2009 – May 2013
• Integrated various diffuse models: Kruger, Minnaert, Oren Nayar, Wolff etc.
• Integrated various specular models: GGX, Beckmann, Cook-Torrance, Ward, diffraction etc.
• Wrote automation scripts in MEL and Python for Maya
• Provided assistance to artists with technical issues
• Created GUI for Pixar's command line tools in Tcl/Tk
• Developed system utilities in Tcl/Tk for automation
• Implemented new functionality to in-house tools
• Trained and helped artists about new tools and technologies
• Maintained scripts and organized data storage
• Wrote scripts for deploy and update software on workstations
• Worked with supervisors and integrated new technologies into pipeline
• Customized UI and wrote scripts for Nuke
• Profiled and analyzed shaders performance
• Improved rendering speed by shaders code optimization
• Wrote very flexible and expandable presets system for Slim templates
• Wrote physically correct glass shader with dispersion and full internal refraction
• Improved glass shader to reflect/refract AOV channels (raytracing with renderpasses!)
• Developed multi-light rendering to separate layers
• Provide artist-friendly low level control for raytrace function
• Created multi patch texture reader from Zbrush and Mari
3D Generalist| ip-studio | Jan 2005 – Oct 2009
• Modeled and animated 3D characters for TV production
• Modeled and textured low polygonal objects for real time engines
• Optimized poly count of 3D models for game engine requirements
• Shaded, lighted and rendered 3D scenes
• Composited in Nuke/Shake
• Wrote scripts in MEL for Maya
• Wrote scripts for Shake and Nuke
• Maintained small-office renderfarm
• Photorealistic image synthesis | Moscow State University
• Rendering and writing shaders in Houdini using Renderman and Mantra | EyeScream School, Moscow
• Methods of processing video and video compression | Moscow State University
• Introduction to CUDA GPU programming | Moscow State University
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