DMITRY SHULGA

Technical Director


— SUMMARY —

• 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


— SKILLS —

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


— WORK HISTORY —

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


— EDUCATION —

• 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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