Fabrice Ceugniet

Fabrice Ceugniet

Senior Tools Programmer / Senior Tool Developer / 20 yrs

Culver City, CA

Hire Me

Technical Director

Ralph Breaks the Internet (2018)

Technical Director

Moana (2016)

Animation Technical Director

Big Hero 6 (2014)

Animation Technical Director

Frozen (2013)

Animation Technical Director

Wreck-It Ralph (2012)

R&d Technical Director

Tangled Ever After (2012)

R&d Technical Director

Tangled (2010)

Character Pipeline Technical Director

G-Force (2009)

Senior Character Pipeline Technical Director

Cloudy with a Chance of Meatballs (2009)

Character Pipeline

Beowulf (2007)

Character Setup

Open Season (2006)

Character Animation Pipeline

Monster House (2006)

Digital Character Setup

The Polar Express (2004)

Crowd Tools Supervisor

Willard (2003)

Research And Development Technical Director

Eight Legged Freaks (2002)

Battle Choreography R&D Tool

The Patriot (2000)

Tool developer with extensive experience in computer graphics for the visual effects and animation industry and a background in 3D software engineering (rendering and polygonal modeling).

Most recent projects involved solving 3D and 2D problems in animation, rigging and modeling writing software components for Maya|Autodesk and its API using C/C++, Python.
Work History
  • Technical Director

    Genies, Inc.

    September 2021 - Present
  • Assets Pipeline Developer

    Aquent at Apple

    September 2020 - June 2021
  • Senior Pipeline and Tools Developer

    Magnopus

    May 2019 - June 2020
    Greater Los Angeles Area

    Rigging tools and workflow related to confidential AR/VR project.
    Integration of Maya rigs in Reality Composer using USD pipeline.

  • Creature Pipeline Technical Director

    Method Studios

    March 2018 - November 2018
    Greater Los Angeles Area

    Maya plugins (deformers) refactoring and improvement, grooming workflow and production support.

  • Senior Technical Artist

    Riot Games

    October 2017 - January 2018
    Los Angeles

    Nuke and Maya tools development for CG Dev's cinematic pipeline.

  • General Technical Director

    Walt Disney Animation Studios

    December 2009 - September 2017
    Burbank

    Tool development on several animated movies for front-end departments (Modeling, Look Dev, Animation and Tech-Animation). Animation and Tech-Animation support.

  • Senior R&D Technical Director

    Sony Pictures Imageworks

    March 2003 - April 2009
    Greater Los Angeles Area

    Tool development on feature films.

    G-Force: Animation pipeline, support.

    Cloudy with a Chance of Meatballs: Development on animation tools "Silhouette" (1) and "PathIt" (2).

    
Beowulf: Work on animation pipeline and modification of proprietary deformer "spVertCache" (geometry caching) to match current production needs.

    Monster House: Development on tweaks library TweakIt (3). Rigging of a few props.

    Open Season: Rigging of vehicles.

    The Polar Express: Body rigging of "Cindy","Waiter", "Chef" and "Elf".

    (1) Silhouette : Interactive setup to tweak character poses. Animators sculpt in camera space corrective pose shapes they want their character’s profile to hit at a given time. Target shapes are added to a custom deformer (spOffsetBlendInterp) so the overall animation can adjust to the new set of pose fixes. (MEL/C++)
    (2) 
PathIt : Motion path tool which provides control over a character’s orientation and trajectory. Extra animation options include foot locking, time warp and overall time offset. (MEL)
    (3) 
TweakIt : Component of Imageworks' animation pipeline. Character rigs handle most animation needs but at times require custom deformations. TweakIt provides animators with a library of deformers to add shot specific tweaks. These fixes are fully integrated to the animation pipeline and can be shared across shots; they remain compatible with possible rig upgrades. (MEL)

  • R&D Technical Director

    Centropolis Effects

    May 1999 - December 2002
    Greater Los Angeles Area

    Tool development on feature films. Lighting work on some shots.

    The Matrix Reloaded: R&D work on flocking system (landing of sentinels).

    Willard: Leading of flocking system development. Setup of procedural animation of flocked rats. Lighting work on 2 shots.

    
Eight Legged Freaks: Lighting and rendering pipeline. Setup of deep shadowmap for rendering furry spiders. Lighting work on 5 shots.

    
The Scorpion King: R&D work involved with ants animation. Wrote Maya plug-in to move particles along polygonal terrain.

    Monkey Bone: Evaluation of a proprietary fluid dynamics software to simulate cloud animation (Houdini). Rigging of procedural roller coaster.

    The Patriot: Design and implementation of a crowd extension system for battle choreography purpose. Lighting work on 3 shots.

    Stuart Little: Rendering pipeline.

  • Software Engineer (Rendering)

    ALIAS WAVEFRONT

    April 1994 - July 1998
    Paris Area, France

    Worked on Render/IPR/Explore (1). Optimized rendering pipeline (3d clipping and tiling mechanism). Implemented some of Explore 4.0 features such as shadow mapping, displacement mapping (for 3D motion ride Dino Island/Iwerks), 2D motion-blur (custom development for Judge Dredd).
    Maintained core rendering library over three years. (SGI /C).


    Implemented hardware anti-aliasing and "contact shadow" projection using multi-pass rendering techniques. Implemented a few modules (track ball, zoom, change view) on Overdrive (2).

    (1) Render/IPR/Explore: Tile-based rendering package (A-buffer and ray-tracing) from the "Explore" product line, interfaced with an open shading language. The IPR feature allows real-time shader tuning of pre-processed images.

    (2) Overdrive: Multi-pass hardware render for the automotive design market (an AutoStudio feature). Built with Optimizer(SGI)/C++.



  • Software Engineer (Polygonal Modeling)

    Software Excellence

    September 1992 - February 1994
    Paris Area, France

    Development on polygonal modeling package 3D Turbo (1). Wrote automatic meshing module (Delaunay tessellation without constraints) for terrain modeling from point cloud. DXF translator (Mac/MPW/C).

    (1) 3D Turbo: Polygonal modeler for architecture (Macintosh).
    https://turbo3d.free.fr/francais/Pages/Welcome/Welcome.html

Education
  • Master's in Computer Graphics

    Université Vincennes-Saint-Denis (Paris VIII)

    1989 - 1992