Ian Sachs

Ian Sachs

San Francisco, CA

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Digital Artist

Elysium (2013)

Research And Development

Battleship (2012)

Digital Artist

Pirates of the Caribbean: On Stranger Tides (2011)

Research & Development

Indiana Jones and the Kingdom of the Crystal Skull (2008)

Research And Development

Evan Almighty (2007)

Visual Effects

Poseidon (2006)

R&D Artist

Fantastic Four (2005) (2005)

Programmer

Blade: Trinity (2004)

Technical Director

The Matrix Revolutions (2003)

Match Mover

The League of Extraordinary Gentlemen (2003)

Work History
  • Engineering Manager

    ROBLOX

    January 2021 - Present
  • Industrial Light & Magic

    April 2014 - Present
  • Principal Engineer

    Loom.ai (Acquired by Roblox)

    September 2017 - January 2021
    San Francisco Bay Area
  • Senior Innovation Engineer

    Adobe

    June 2013 - August 2017
    San Francisco Bay Area

    Bridged the gap between research and engineering for a range of projects in audio, computational photography, and computer vision. Prototyped new features and applications including a new "selfie" app (see video).

  • Creator of Insta Etch A Sketch

    Independent iOS App Development

    June 2011 - June 2014
    San Francisco Bay Area

    Developed a novel algorithm for converting photos into Etch A Sketch drawings in C++, written about in Wired (https://www.wired.com/2013/01/insta-etch-a-sketch-app/). Additionally licensed the algorithm to Target for their 2015 "Wonderland" Popup, as seen on ABC

  • R&D Engineer

    Industrial Light & Magic

    May 2006 - April 2013

    - Contributed to the development of Plume, ILM’s CUDA-based in-house GPU smoke simulator/renderer ranging from implementing higher order advection methods, to designing and implementing regression tests, to overseeing Plume’s infrastructure development.
    - Designed and implemented a new fluid control algorithm called “shape constraints” in C++, using Stanford’s PhysBAM API, which was central in the highly choreographed water effects work for The Last Airbender.
    - Implemented python-scriptable MPI-based parallel FLIP-style fluid solver in Boost.Python and C++. Used on multiple productions, including for molten metal effects in Terminator 4.
    - Developed grid-based surface tension approximation for FLIP simulations, used to generate realistic splash effects for The Last Airbender.
    - Collaborated directly with artists and involved in the entire development lifecycle from conception, to implementation, to documentation and support.
    - Built Levelset post-processing tools used for the Maelstrom sequence in Pirates of the Caribbean 3.

  • R&D Artist

    Giant Killer Robots

    December 2002 - April 2006

    - Spearheaded fluid fire research for the Fantastic Four’s human torch effect.
    - Developed a distributable Kolmogorov spectrum-based technique for adding turbulent detail to fluid simulations using fftw and OpenGL in C++.
    - Designed and implemented a Maya plugin to control flame visibility using a signed distance function.
    - Built custom fluid emitters using Maya’s plugin API to handle emission from textures, particles, and images.
    - Explored the use of the CFL number in controlling artistic qualities of fluid simulations.
    - Conceived of, designed, and built Trackula, GKR’s realtime interactive rigid body matchmoving system (Maya plugin), cutting matchmove times by as much as 80%.
    - Employed design patterns and test-driven development methodologies to build libGkr, GKR’s first programming library.

  • Software Engineer

    Nextag.com

    July 2002 - November 2002
    San Mateo, CA
  • Software Engineer

    Della.com (WeddingChannel.com)

    1999 - 2002
Education
  • Princeton University

    September 1993 - June 1997