Work
  • Jan 2024 - Current
    gradientspace corp. - Founder

    Creating software tools for Unreal Engine and visual programming. Check out the UEToolbox plugin.

  • Dec 2018 - Jan 2024
    Epic Games - Engineering Fellow

    Started various Unreal Engine projects including UE Modeling Mode, Geometry Scripting, Scriptable Tools, the GeometryProcessing Plugin / GeometryCore library, and the Interactive Tools Framework. Applied geometry magic to Fortnite, LEGO Fortnite, the Matrix Awakens demo, Metahumans, and the Lyra sample game.

    Previously: Principal Scientist (2020-2021), Team Lead - Geometry Editing (2018-2020).

  • Oct 2016 - Dec 2018
    gradientspace corp. - Principal Typist

    Geometry Processing. 3D Printing. 3D Design Tool Consulting.

  • Jan 2015 - Jan 2020
    University of Toronto - Adjunct Associate Professor

    Department of Computer Science. Participating in PhD candidate committees, course lecturing, general advisory this-and-that.

  • May 2011 - Oct 2016
    Autodesk - Head of Design and Fabrication Research Group

    Senior Principal Research Scientist in Autodesk Research. Worked on Interactive 3D Design, 3D Printing, Rapid Prototyping / Personal Fabrication, geometry processing, sketching interfaces. Designed / Developed / Managed the Meshmixer product (1m+ downloads). Introduced core mesh processing infrastructure that powered parts of Netfabb, Inventor, Mudbox, 3DS Max, and Fusion 360 Mesh Workspace, as well as many discontinued products (Remake, Spark Print Studio, Memento).

  • Jan 2011 - May 2011
    meshmixer - Founder

    Designed and developed meshmixer, a highly interactive tool for 3D mesh sculpting, composition, repair, etc. Meshmixer software acquired by Autodesk.

  • Jan 2011 - May 2011
    University of California, Berkeley - NSERC Postdoctoral Fellow

    Studied visual perception of line drawings, applications of metaheuristic optimization.

  • Apr 2006 - Jan 2011
    Autodesk - Research Intern / Principal Developer

    Research Intern (2008-2010): Automated interpretation of 3D line drawings, perceptual biases in line drawing interpretation, velocity of implicit surfaces. Papers published at SBIM 2009, SIGGRAPH ASIA 2009, and in ACM TOG 2011. Made contributions to the ViewCube component (used in nearly all Autodesk products) and Maya’s Nucleus cloth solver (mainly collision detection).

    Principal Developer Consultant (2010-2011): Worked on Project Dasher. Designed and developed interactive desktop application for exploring 3D building information models (BIM) combined with real-time sensor network data visualization.

  • Jan 2003 - Dec 2004
    Cimmetry Systems - Software Developer

    Maintained and enhanced existing 2D/3D graphics engine. Order-of-magnitude performance improvements in large model rendering framerates. Added collision/interference detection, database-backed caching, occlusion culling.

Education
  • 2006 - 2010
    University of Toronto
    PhD, Computer Science

    Advised by Dr. Karan Singh. Worked on sketch-based interfaces, 3D widgets, procedural part-based surface modeling (shapeshop3d.com), interactive mesh modeling (meshmixer.com), interpretation of 3D line drawings, conformal surface parameterization, laplace-beltrami operators, and many other things...

  • 2004 - 2006
    University of Calgary
    MSc, Computer Science

    Interactive implicit surface modeling (shapeshop3d.com), implicit sweep surfaces, sketch-based modeling, tiled multi-projector display walls, spinal surgery simulation.

  • 1998 - 2002
    University of Calgary
    BSc, Computer Science