Meta's Avatar Pipeline
USD-based graph editor for avatar assembly
I implemented new features of a node graph editor used to assemble avatars from USD data. These included UX improvements like a unified, optimized search widget and node-to-node navigation options. I also enabled USD material validation, and developed custom C++ nodes for generating, processing, and layering textures.
Avatar Quality Improvements and DCC Tooling
While triaging hundreds of avatar quality tickets, I built tools for Maya and Houdini to efficiently detect and address common issues. I designed systems to robustly transfer animation skin weights from body and clothing meshes, and to guide the generation of Level-of-Detail (LOD) avatar meshes that keep important features preserved.