PROFILE :: |
Passionate about the creation of cutting edge computer graphics. Adaptable, enthusiastic with exposure to a wide range of technical areas throughout the CG pipeline. With over 4 and a half years experience in the high end VFX, creating and working on complex systems and tools. An attention to detail and a visual eye with experience at working as a team player or an independent individual. |
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EMPLOYMENT :: |
March 2011 - March 2012 :: Examples of just some of the more interesting work is shown below... |
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SIGGRAPH 2010 :: |
Talk speaker :: |
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THE HOBBIT: |
* Work on new Weta tools (can not disclose info till fim release in December). |
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TINTIN (Secret of the Unicorn) :: |
* Work on the new Weta feather system. |
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NARNIA 3 (Dawn Treader) :: |
* Large scale automation of the fur dynamics pipeline: |
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HARRY POTTER 7a :: |
* Overhaul of many fur dynamic software aspects. |
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SUCKER PUNCH :: |
* Render time fur dynamics retiming. |
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CLASH OF THE TITIANS :: |
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ROBIN HOOD :: |
* Improve Dynamic fur to render fur targeting. |
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PRINCE OF PERSIA:: |
* Complete semi automated procedural city layout system with with automated prop dressing. Was a big project here is an attempt at a Talk Abstract PDF with more details. Talk content contributor :: |
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WOLFMAN :: |
* New hair styling Maya plugin. Included a large amount of features including... TODO
* And a topiary preview and generation system with custom optimized PRMan rendering. |
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G.I. JOE (he Rise of Cobra) :: |
* Optimizing and enhancing particle rendering tools. |
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NARNIA 2 (Prince Caspian) :: |
* The fighting tree system. |
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10'000 BC:: |
* Ability to spawn objects from fur (grass seeds on grass and mud/debris in fur). |
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PERSONAL STUFF :: |
Partial RI compliant CUDA GPU accelerated multi threaded REYES render. iPhone/Android games engine and games (soon). A very neglected photo blog here: http://futurebiscuit.tumblr.com/
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EDUCATION :: |
Bournemouth University (NCCA) :: 2004 – 2007 Sleaford Joint Sixth Form :: 2002 - 2004 |
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STUDENT PROJECTS :: |
Created Biscuit 3D software suite. Was a lua/python scriptable C++ 3D library with OpenGL preview with a Node based interface which ran in a PRMan procedural DSO for rendered output.
Node based 2D image editing software written in C with GTK (ick).
Other random software like tree/forest generator, Cloud raymarcher, flame fractal generator, wikipedia visualizer, procedural terrain generator.
Non photorealistic rendering system and Animation.
FX and comp work on group animation project 'The Obvious Threat (to untold number of citizens)' was featured on the channel frederator animation podcast.
Lighting, FX and Environment work on group animation project '...at least I'm alive... ', the characters currently being developed into a children animation series I hear.
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Text (copyright) James Leaning, Images (copyright) there respected owners.