Insect Flocking System

Insect Flocking System is a research focused on developing a highly controllable framework for simulating large-scale insect swarms. This system enables the creation of complex formations built from multiple insects, character morphing, and realistic behavioral patterns while maintaining exceptional performance with millions of agents. Technical implementation Designed point-based collision system with 3 dimenional radius representation. Optimisation algorithm for pack elipsoids in any volume with artistic control of surface patterns. Created state-based behavior management system using Markov chains. It allows precise control of state proportions at each stage of the simulation. Implemented tools for previewing and precisely controlling the speed and position of swarm at each moment in time through a shot. Several highly efficient algorithms for managing shape transitions and animation following. Developed high-performance rendering pipeline using USD and Karma XPU Optimized render-time memory usage, using USD layering and instancing techniques. It makes possible to render millions of animated insects on my RTX 3090. For more details on the process, visit this post. ...

January 16, 2025

Warriors Of Future

Warriors of Future is a science fiction movie featuring extensive urban destruction and alien vegetation effects. The project required creating intricate scenes of extraterrestrial flora overtaking a metropolis inspired by Hong Kong. My role and responsibilities Technical Direction: Developed a large-scale procedural system for generating intricate building destruction guided by plants. Resolved memory overflow issues while rendering of highly detailed destructed districts. Created procedural idle motions for plants in a city scale. Effects Development: Conducted various particle and fluid simulations. Developed plant simulation tools. Key skills developed Optimisation of large-scale scenes. Memory-efficient rendering solutions. Colaborative resolution of complex technical issues.

September 5, 2022

Woody Woodpecker Goes to Camp

Woody Woodpecker Goes to Camp is the sequel to the animated feature film, involving over 600 shots with animated characters and feather simulations. My role and responsibilities Grooming and feathers simulation: Responsible for the feather grooming of Woody and Buzz Led the team in feather simulations throughout all movie sequences. Solved various issues and managed non-standard hero shot setups involving feathers. Tools development: Developed a fast and flexible feather system. Created grooming, simulation and post-processing tools. Implemented a precise animation de-intersection system based on Pixar’s paper. Developed a custom feather procedural for optimal caching and rendering. Key skills developed Proficient in implementing Karma procedurals. Expertise in pipeline optimization and automation. Capable of solving technical animation issues.

April 12, 2024

Insect System Breakdown

Getting Started When I learned I had a month for this project, I decided to tackle a demo I’d been wanting to make for a while. With such a tight timeline, careful planning was crucial - I had to be strategic about where to invest time and where to cut corners without compromising quality. From Concept to Model I started by generating an insect concept in Midjourney - something fly-like but with its own character. ...

January 29, 2025