ACUTE LINE SPECIALISED
SKILL SET
EXPERTISE - DRIVEN COMPUTER GRAPHICS
R E S E A R C H
Senior ResearchArtist
Digital Humans
Human Vision System
Computer Graphics
Introduction
Hello. My name is Oleg. And I am from New Zealand. I wanted to create this complimentary document. To my CV. In order to expand on some of the highly specialised areas of my expertise in computer graphics technology.
Hard Surface 3D modelling.
Sci-Fi Cyborg concept design.
Facial Animation blend shape manifold genesis across multiple characters.Exponential facial expressions expansion based on combinatoriral modelling. BlendShape Combination System ( BSC ) Autodesk Maya application in character animation workflows.
Muscle Simulation Autodesk Maya.
Using the nCloth solver.
Eye-Hand coordination modelling and animation ( interaction design in real time engines ). For target reach for the real time character based on brain’s motivated and biologically natured events.
Computer science experience with regular expressions and command line uses in multiple operating systems
( macOS, linux, windows ).
Script language ( Apple and shell script ) and .CSV, .TXT workflows for pipeline automation. File type import and export software interaction by process modelling and scripting. Access of the file structure source for pipeline automation purposes.Experience with installing command line ( Terminal ) libraries for dependencies driven solutions and unique applications.
Experience with interchangeable work flows in real-time applications for character stylisation, augmentation and altering forcreative and educational contexts.Aimed for scale.
Character identity change based on the computer graphics’ modular architecture design at the core of the pipeline’s decisions. For open environment development purposes in computer graphics data types. Based on computer science solutions to interchangeable workflows in configuring unique sets of engine datasets and types for new contexts. Generative frameworks-motivated computer graphics key decision making for future oriented opportunity enabling.
Virtual Spaces Visualisation
Conceptual virtual spaces design for Virtual Environment Design. For metaverse and virtual reality applications. Modular architecture experience and practice across the variety of applications. Abstract interactive visualisation. Working with scientists and research projects experience. Working with research and development teams for finding the computer graphics solutions. Perception motivated computer graphics modelling for enhanced real-time visual experiences.
CGI ( GLSL, C#, CGFX ) Shader [ material ] language augmentation and development.
With augmenting the effects of the shader. Channel for shader passes development. Remapping. Effects creation for realism in human faces. Imagebased texture mapping solutions in shader development. Animated shader effects. Cartoon shader development. Unique shader effects augmentations. Fragment and vertex shader modifications in GLSL language.
Interaction with multiple department teams from different backgrounds.
Experiences with special and unique projects involving contributors from technical and artistic fields. Including business motivated initiatives.
3D Modelling for Facial Animation
Facial Animation performance capture systems frameworks. Tracking. Regathering. Cleanup. Animation. Lip syncing. Animation to video reference. And animation in Autodesk Maya of realistic Facial Expressions for Digital Human applications.
Medical precision anatomical 3D modelling of the neck and head anatomy for DigitalHumans. Systems Anatomy 3D Modelling.
Body anatomy systems modelling and physiological processes visualisation.Including muscle highlight when activated by kinematic angles and tension. During real time movement in simulation frameworks.
Human Eye CGI 3D visualisation expertise of human and animal species.
3D design, modelling and animation. Anatomical visualisation and kinematics of the human eye. Some understanding and study of ophthalmology applied to 3Ddesign. Anatomy components modelling. Eyelashes, eyeball, lens, optic nerve, retina surface, wet line, lacrimal caruncle, cornea MRI accurate shape modelling and layers, iris and ciliary muscle 3D sculpting, sclera volume development. Eyelid tarsal plate and surface deformation capture, study, simulation and 3D implementation. Pupil dilation and iris jiggle technical animation incorporating.Listing law implementation. Extra ocular muscle modelling and pre skin deformation development. Fat tissue modelling in under the eyelid structures in orbital region. Image based lighting for 360 eyeball coverage across multiple light sources ( angles ) and image data inputs. Merging of multi-dimensional datasets for image based texture mapping. Detailed anatomical research and study of the human eye for computer graphics application contexts and scientific practices.
Eye shadowing and shader solutions for soft CGI edges for perception modelling &realistic 3D visualisation.
Drawing of the human eye for understanding the eyelid profile in eye movementbased on actor capture session datasets. From photogrammetry data. Slow motion video and image. Cornea reflection development for real-time shaders using web-camera input. Refraction implementation in human cornea using 3D modelling methodologies. Blink modelling with incremental marco expressions frame-by-frame photography using slow motion technology. Wetness effects in shader solutions for eyelid region in eye contact. Pre-eyelid and eyelid’s surface displacement with eye movement and to a precision in saccade movement. Tear modelling and cry effects shader augmentation, red and tired eyes simulation based on real time events within the runtime in the engine. Across individual differences study of the human eye types. Statistical data collection and synthesis.Upper eyelid photo realistic texture mapping. In eye closed state. Iris circle’slandscape detailed modelling. Eyeball retraction on blink implementation intechnical animation. Eyelid crease realistic modelling and detailed incremental shape in geometry appearance across blend-shape solutions. Brow and eyelashes detailed per hair-strain individual modelling and animated simulation for realistic visualisation of eyelashes. Iris depth, multi-layered iris and iris to sclera transition implementation for realistic digital human solutions. Realistic skin pore modellingand skin surface of the close up eyelid visualisations. Makeup stylisation of thehuman eye. And vision lens, glasses stylisation of the orbital region of the humanface. Eyeball library construction for multiple characters and statistical synthesis forthe genesis of the new character types. Obicularis oris muscle in multiple layersmodelling and simulation for realistic skin deformation in simulation for the finalrender processing. Using pose-based deformer systems.
Training 3D Artists and teams.
Course design. Pipeline documentation and mind mapping. Corporate training programs structure design. Video training production for processes and pipelines automations. And team training and scale purposes. Developing pipelines and procedures. Checklists. Product pipelines. Computer graphics workflows for modelling. Step-by-step check-listed procedure development. Studio pipeline integration solutions with external studio projects. Quality control benchmark criteria development. Milestone-motivated criterial establishment.
Human Brain Visualisation.
Research Driven for Physiological systems computer graphics visualisation in neuroscience findings. Medical MRI and diffusion MRI data use with Freesurfer and other medical MRI visualisation software experience for realistic human brain visualisation. And activity modelling to happen within the human brain. During different processes. Fibre tracks visualisation representing neural pathways in diffusion MRI references. Optic nerve modelling and OpenGL effects connection in response to real time inputs and events. Central nervious system structure and 3D visualisation. Brain segmentation by visual code in brain activity context by the areas of activity. Both surface and volumetric.
3D CGI Child modelling.
The study of development, growth. Animation and behaviour in vocal and visual forms. Using computer graphics technologies and inventive capture systems.Longitudinal study of capturing children behaviour and early interaction with parents. Using video and audio recording systems, facial tracking software, graph analysis and computer graphics solutions including 3D modelling, photorammemtry and performance retargeting technologies.
Unity3d game engine experience with character integration. Environment modelling. Logic. And interaction deisgn.
4D Mesh capture geometry research.
For understanding facial surface movement. Targeting towards the increased realism in human eye visualisation by expertise in human digital faces.
OLEG E. DESIGN STUDIO ONLINE PRESENCE
Video server setup for video mapping.
PROJECTION MAPPING TECHNIQUES
Projection mapping. Interactive installations with touch screen integration withmultiple displays during the demonstration process. Using kinect and web-camerainput devices for audience engagement with interactive computer graphics 3Dcontexts. Holographic solutions for interactive visualisations of digital humansusing real-time experience context visualisations.
GRAPHIC DESIGN & CONCEPT ART
2D Art. Digram built. Graphic Design for complex research project posters and schematic representations. Keynote presentation slide crafting. Scientifically motivated graphic design solutions. Robotics project development. Complex networks visualisations including the 3D networks. Experience using Kumu data driven visualisation solutions for large scale tree datasets. Experience with computer vision applications and graphic design for machine learning design.
User Interface design on the conceptual and functional level for software development.
Heads Up Display design and animation. Broader scope applications DesignElements ( UI KIT ) for design driven motivation in User Interface development in software design. Component development. UI Design for scientific research grounded projects. Character RIG controls and UI design with logic within the Autodesk Maya and real time simulation engine for user interaction.
Character systems rigging and technicalanimation driven with performance capturetechnology both for face and bodyanimations.
Skeletal systems management in Autodesk Maya and real-time engines. Including biped and quadra-ped character configurations. Custom joint systems for advanced anatomical visualisation of human systems and processes.
Hair. Teeth. Eyes. Modelling of clothes.Skin visualisation for facial animation experiences.
Computer graphics solutions for geometry and texture mapping.
Software engineering teams and cross-disciplinary teams collaboration with Artand research departments and mergedprojects.
Version control experience. Unique workflows implementation. Interaction and pipeline integration solutions, problem solving with technical art teams and software engineers. Cloud solutions architecture interaction. Working with Jenkins server, GitHub and similar dashboard cloud systems and servers.
Cinematic production of captured of real-time screens contexts.
Machinima cinema narrative driven output and methodological application. Motiongraphics design and animation. After Effects use cases for motion graphics solutions.
Documentation Management and arragement of wiki-type libraries. With integration of multi-media team-based engagement data.
Statistical Analysis and participant interaction research project leading in computer graphics-enhanced feedback environment. Data analysis and modelling. Data-driven decision centred frameworks design. Interview conduction across multiple participants for statistical analysis study. For the purpose of the perception adaptation of the expected final result. Leading the structured and self initialised research projects.
Realistic Facial expressions and human eye pencil drawing. Facial anatomy drawing mastery.
IT Systems administration for multi station frameworks and rendering across different operating environments.
Remote workflows. Multiple node systems architecture. Multi-modal general appraoch to computer graphics solutions in digital human storytelling mediums.
Teeth visualisation expertise using realworld data system for capturing denturevolumes.
3Shape dental Software experience. Dental casts scanning and photogrammetry processing for realistic and statistical driven approach to CGI modelling and visualisation in digital human applications. Detailed 3D teeth modelling and sculpting incuding the accurate mandible ( jaw ) placement, gum modelling, root canal cavities, teeth root modelling. Teeth movement simulation based on theageing process. And per tooth class across individuals teeth variation modelling for further morphology.
Cartoon and stylised character experience.
Work with 3D modelling, rigging and technical animation. Designing unique cartoon character solutions for animation systems and real-time simulations. UncannyValley statistical analysis experimentation with data inputs. Basic face ( emoji ) type3D character facial animation and modelling. Animation of the toy, props, animal 3D scanned ( taxidermy ) characters. For creation of realistic, non-realistic, stylised and non-realistic characters.
F.A.C.S. expertise.Worked
with Dr. Paul Ekman.
Manual Study and the FACS framework. 6 Basic emotions psychological studies and 3D modelling with Action Units combinatorial equations. Children expressions modelling ( 2 to 3 y.o.). Flow lines of expressions understanding based on the underlying anatomical structures and 3D modelling practices. Including Autodesk Mudbox & Zbrush digital sculpting of bone, muscle, fat and connective tissues.Modelling of anatomical layers for biomechanics software frameworks. Mirco-expression modelling. Incremental shape design and population of the data points.Mathematical modelling approach to expression systems design. Morphing( WrapX type approach ), Transfer of Expressions and expressions solver for facial expressions population growth in digital character animation systems. Experience with facial tracking systems and workflows. Contact collision simulations in facial skin regions. Facial Skin tension capture and modelling for realistic skin movement and post computed visualisation. Region isolation and overlap mapping for facial fields. Contribution to the F.A.C.S. study manual by working with Dr. Paul Ekman directly and developing the required new set of facial expressions outside of theoriginal documentation to contribute to the capture library. And the specific by intensity Action Units combinations to be captured on set live sessions. By the remote direction of Dr. Paul Ekman’s instructions. 2D illustration method developed based on the artistic range of complex emotion visualisation for modular upper andlower face design of the new and unique face combinations. And coding purposes in computational process including the visual communication representations bythe means of the computer graphics techniques. Production of reference based live capture session of a full range of the actor’s capture for digital human research, development and the character creation framework.
Person unique facial expressions
3D Modelling and photo-realistic sculpting in Autodesk Maya and Mudbox ( + ZBrush ).
Working with actors live on set for directing the performance of FACS system.Naming convention development for FACS channel library. Augmenting FACS name lists. Accurate placement of painted markers on actors’ faces based on the accurate understanding of the facial underlying anatomy and bone structure.( fiducial point placement as frameworks and use-cases for computational solutions in computer graphics applications ). Source to target morphing and transfer geometry workflows. Re-meshing of facial and body surfaces for character evolution and computer graphics pipeline adaptation. Modular rigging and re-upgrades based on the .fbx workflows.
Experience with text-to-speech animation systems for automated and semi-automated facial animation.
Notation of phonemes and other speech components for optimal performance of the text to speech events.
Used by the world's most average companies
Maya MEL automation systems build.
Design of User Interfaces. Script writing for workflow automations. Integrated withreal-time engines pipelines and databases. Using text lists geometry shape importand export for multiple morph targets ( systems ) including but not limited to pose-based-deformation and facial expression solutions from open architectureperspective. For in real-time game engine output and OpenGL applications. Somebasic knowledge of python. And python code application. Subtraction ofmathematically motivated geometry data from the shape systems in equationsolutions ( happy = mouth smile + eyebrow up + cheek raise ) for facial expressionsmodelling. And other blend-shape solutions to the geometry based approach incomputer graphics applications.
PIPELINE
CSV tables read in Autodesk Maya to geometrybased approach in character rig automation by MEL. Fiducial point export andimport systems for geometry morphing procedures. Hybrid ( Joint + Blendshape )MEL script automation workflows for the rapid rigging assembly.
3D MATHEMATICS
Anatomy driven2D Design of User Interfaces for geometry library management across differentavatars and naming convention in medical terms for character advanced rigsystems and simulations. Animation library import list framework using .animdatasets. Development of the interactive behaviour database. Parallel coordinatesand multi dimensional data analysis and processing for complex data systems andstructures. F.A.C.S. library reference system framework in User Interface Designwith MEL. Multiple character geometry library dashboard development. Traininglibrary integration for 3D artists and teams.
Runtime structure for real-time engine interaction for data augmentation and interactive modelling of real-time experiences.
Interaction design. Logic for visual feedback in computer graphics environments.
Used by the world's most average companies
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Library management of multiple character systems. Working with multiple project databases.
Morphing characters across shape spaces for new avatar genesis. Character classification. Geometry library and import systems. Modularity approach to building the character library applied to computer graphics design and directory structure solutions. Standardisation criteria development for multiple character systems and support. Version history and multi year evolution support of the hero character datasets.High quality capture of image for character visual representations for screen based media.Multi-spectral photography experience and face shader implementation of bloodflows and freckle patterns. Using ultraviolet imaging and capture as well as the infrared spectrum range.
Spacial Design.
& Creative Workspaces Design.
Creative and Interactive workspaces for teams in physical co-working environments. Library of live real-time demo projections for interior augmentation.Automation for demo launch based on schedule for sustainability purpose and efficient energy use around the work timeframes in studio. Creation of interactive wall displays using volumetric augmentation with 3D printing for projection mapping. Hardware solutions for visually appealing interactive installation systems.Experimental projects for creating the studio unique iOS applications with electronic solutions and 3D printing. Holographic displays and touch screen displays use cases and graphic design for creative spaces, furniture and object design for creative and thriving spacial interior-interactive environments. "Backprojection" onto glass surfaces using projection film application and audio installations for audience real-time engagement. Museum demos and art gallery installation, theatric installations with live performers and projected video mapped displays with real-time interactive live demos. Laser cutting techniques for augmenting working environments with graphic design and visual communication atmospheres.
Anime character experience for 3D Animation.
Real-time visualisation in engine solutions for cartoon-like anime shaders. Conceptual design. 3D modelling. Rigging. Anime visual language research( manga specific ) and development for 3D computer graphics visual representations. ( anime specific and manga derived studies (dialogue bubbles, typography, effects, etc. ) ).
Character reverse growth modelling and simulation.
De-Ageing. Multi Year character evolution study and modelling. Age and biological growth observations in human face and skeletal proportions. Perception study for realistic character visualisation. Cranium morphing. Character 3D Design. Data collection and statistical analysis based on skin ageing and photo filter gradual transition. Including both shape and appearance modelling based on the perception-centred feedback from a participant’ study using statistical data. Sagittal, coronal ( Frontal ) and median planes alignment for cranium ( +mandible )bone growth and supervised processing. Asymmetrical support for human faces phenomena in growth simulation. Bone growth analysis and morph target modelling.
Open architecture approach to experience the computer graphics frameworks by dimensions of geometry, image data, kinematics systems ( skeleton ), skinning and deformation data, animation and behavioural databases, and audio inputs.
Allowing across contexts for the data to interchangeably flow in systems for the new context creation based on automation workflows and open frameworks pipeline design in computer graphics technology.
Involvement in academic research. Contribution by the means of design and engineering practices. With the derivative of the following academic publications and research projects with the focus in Digital Humans.
“Life is not just the passing of time.Life is the collection of experiences and their intensity.”
Jim Rohn
Thank you so much for looking into this website and descriptions. And reading about the range of my expertise from the previous decade of experience with computer graphics. It has been a privilege to prepare this for you. And expand on the topics of each sub-categories of the advanced research practices in relation to the digital human ( meta-humans ) practices and computer graphics techniques.
Please feel free to contact me using the following communication channels:
oleg.efimov [ @ ] icloud.com
design [ @ ] acuteline.com
www.acuteline.com