Procedural Content Generation
My primary expertise is in Procedural Content Generation (PCG) using SideFX Houdini, applied to author, automate, and deliver high-fidelity assets for projects spanning video games, machine learning applications, and visualization pipelines. The resulting visuals meet the technical precision and innovative demands of cutting-edge digital environments.

Mapping mesh triangles to 2D canvas.

Hard Surface Modeling
Specialized workflows are leveraged to create complex hard-surface assets such as mechanical parts, custom furniture, and industrial machinery. These methods ensure the resulting geometry is clean, controllable, and optimized for downstream production or high-fidelity rendering requirements.

Growing surfaces driven by occlusion.

Organic Modeling
Focus is on the procedural generation of complex organic structures that encompass a wide range of natural forms, including detailed geological formations, intricate biome structures, natural growth patterns, and biological elements. This capability allows for the creation of high-detail assets with inherent natural variation and runtime customization.

Streaking textures with custom solvers.

Algorithmic Texturing

Expertise includes the development of custom texture solvers and the application of advanced rendering techniques. This covers generating unique texture coordinates, defining material blending, and authoring procedural masks to achieve realistic surface fidelity across diverse rendering platforms.

Environments

Plant dispersal by reaction-diffusion.

Terrain Sculpting

Expertise in shaping and masking vast digital environments is a core component of the skill set. This includes developing custom mask solvers based on factors like elevation, slope, and curvature to drive complex erosion, material placement, and feature distribution across large-scale procedural terrains.

Growing surfaces driven by occlusion.

Plant Synthesis

Procedural generation of trees and plants utilizes algorithmic growth principles to define branching structures, leaf distribution, and seasonal variations. These systems ensure scale, realism, and efficient integration into real-time environments.

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Scene Building

Pipeline

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Automation

Automated processes to create 3D graphics at scale, such as batch processing of renders, image segmenting, and complex mesh tasks, polygon reduction, clustering, and texture baking. Leveraging these automated workflows significantly enhances asset optimization and pipeline scalability.

Segmenting meshes to texture boards.

Asset Optimization

Custom baking solutions, intelligent segmenting and clustering of mesh parts, raytracing based optimizations, analyzing branched network graphs.

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Tool Building

Creating robust Digital Assets (HDAs) for streamlined team use. This involves defining user parameters and inputs for non-technical artists, with established deployment pipelines for integrating procedural tools directly into Unreal Engine and Unity.

Clients:
Carl Zeiss AG, Optoelectronics, Germany
Erazed GmbH, Extended Reality, Germany
Google LLC, Technology, California, USA
INDG / Grip, Digital Visualization, Netherlands
Mythica Inc, Software, Massachusetts, USA