01
GNM Houdini
A Houdini digital asset that brings Google's GNM Head model into SOPs for configurable parametric head generation.
Houdini · Python · HDA · Procedural Geometry
View repositorySenior FX Artist / Pipeline TD · Taipei, Taiwan · Remote & Relocation
I combine feature-film FX production in Houdini with USD/Solaris pipeline architecture and production tool development in Python and VEX, with C++ for USD and DCC plug-ins.
Selected Work
01
A Houdini digital asset that brings Google's GNM Head model into SOPs for configurable parametric head generation.
Houdini · Python · HDA · Procedural Geometry
View repository02
A Maya Viewport 2.0 plug-in for real-time rendering of 3D Gaussian Splatting PLY data.
Maya · C++ · OpenGL · Viewport 2.0
View repository03
A Model Context Protocol server that gives LLM agents structured access to Autodesk ShotGrid through its REST API.
Python · MCP · ShotGrid · REST API
View repository04
A bridge connecting NVIDIA's Kimodo text-driven motion generation model to SideFX Houdini, generating 3D skeletal animation from natural-language prompts.
NVIDIA Kimodo · Houdini · Python · Motion Generation
View repository05
A C++ Nuke NDK plug-in for lens distortion and undistortion, using the Brown-Conrady model with OpenCV's rational extension (k1–k6, p1, p2) and supporting Nerfstudio JSON import.
C++ · Nuke NDK · OpenCV · Computer Vision
View repository06
A lightweight toolkit and MCP server for inspecting Houdini .bgeo.sc geometry caches and USD scenes without requiring a Houdini installation.
Houdini · OpenUSD · .bgeo.sc · MCP · Python
View repositoryExpertise
Pyro, FLIP, destruction, rigid-body, and Vellum simulation; PDG; grooming; and crowds.
Pipeline architecture, asset integration, and studio workflow migration.
Artist-facing tools, DCC integrations, and automation in Python and VEX; C++ for a custom USD Asset Resolver and Maya / Nuke plug-ins.
Artist-facing tools and integrations that reduce manual publishing, asset assembly, and production tracking work.
Experience
2026–Present
Developing FX simulations and production tools while improving asset-integration workflows.
2015–2026
Led the transition from 3ds Max/Maya-centered production to Houdini and Solaris, built the USD pipeline from scratch, and developed FX tools while supporting studio-wide workflows.
2014–2015
Worked on feature-film post-production, handling ACES color management and stereoscopic Nuke workflows.
2011–2014
Created procedural Houdini effects alongside rendering, compositing, tracking, animation, and rigging work.
About
My career has moved from hands-on FX production to team leadership and pipeline architecture. That progression shapes how I build tools — around real shot work, artist needs, and production constraints.