Hi, I'm Di He. I specialize in interactive computer graphics software and hardware research, with a focus on VR/AR, crowd behavior design, shader programming, and stereoscopic video. I enjoy building robust pipelines and tools that empower teams to create immersive experiences efficiently. I've worked across film, television, and games, tackling challenges from facial animation and motion capture pipelines to real-time rendering and AI-driven content generation. I love collaborative problem solving, delivering high-quality visuals, and advancing innovative workflows that push the boundaries of what's possible in visual effects and interactive media.

Hi, I'm Di He. I specialize in interactive computer graphics software and hardware research, with a focus on VR/AR, crowd behavior design, shader programming, and stereoscopic video. I enjoy building robust pipelines and tools that empower teams to create immersive experiences efficiently. I've worked across film, television, and games, tackling challenges from facial animation and motion capture pipelines to real-time rendering and AI-driven content generation. I love collaborative problem solving, delivering high-quality visuals, and advancing innovative workflows that push the boundaries of what's possible in visual effects and interactive media.

Available to hire

Hi, I’m Di He. I specialize in interactive computer graphics software and hardware research, with a focus on VR/AR, crowd behavior design, shader programming, and stereoscopic video. I enjoy building robust pipelines and tools that empower teams to create immersive experiences efficiently.

I’ve worked across film, television, and games, tackling challenges from facial animation and motion capture pipelines to real-time rendering and AI-driven content generation. I love collaborative problem solving, delivering high-quality visuals, and advancing innovative workflows that push the boundaries of what’s possible in visual effects and interactive media.

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Experience Level

Expert
Intermediate

Work Experience

Visual Effects Artist at AIVFX
February 1, 2024 - November 21, 2025
Current role focusing on Meta Human facial animation lip sync, VR 360 stereoscopic panorama video color correction and compositing, Unreal Engine AI LLM game content generation, 12K texture runtime integration workflow asset development (Python), facial animation TD.
Facial Animation TD / In-Game Animation Developer at MPC
November 1, 2023 - November 1, 2023
Worked as developer on The Last of Us Part II; built field camera mark-less facial motion capture pipeline, stereoscopic TD; video/image-based 3D facial expression modeling; technical director.
Technical Director at Light of Day VFX
May 1, 2018 - May 1, 2018
Led physics-based dynamic simulation, demolition and water work; Massive software crowd simulation, motion capture development; Renderman shader development; crowd behavior; Maya/Python programming; production pipeline development.
Visual Effect Technical Director at Method Studios
April 1, 2012 - April 1, 2012
Projects included Abraham Lincoln Vampire Hunter; digital destruction dynamic simulation; particle dynamics; asset development and support; in-house plug-in instruction documentation; Houdini/Maya workflows.
Technical Director at SPIN VFX
March 1, 2012 - March 1, 2012
Ted; World Invasion: Battle LA; Apollo 18; Borgias; No Ordinary Family. Focus on Massive crowd simulation, Renderman, Maya; production pipeline development; creature and character rigging.
Technical Director at Topix Computer Graphics and Animation Inc.
November 1, 2011 - November 1, 2011
Robin Hood, Ford, Astral Horoscopes, Raid, Hart&Stroke Lottery, Excel, TELUS Playbook. ICE-based animation rigging, production pipeline development, RealFlow/Naiad fluid simulation, water rendering shaders; 3Ds Max to Xbox real-time particle effects.
Technical Director at Intelligent Creatures
March 1, 2011 - March 1, 2011
Piranha 3D; Cats & Dogs: The Revenge of Kitty Galore; The Game Plan; The King Of Kung Fu. Renderman/3Delight shader development; Houdini shader development; crowd simulation; stereoscopic production pipeline.
Digital FX Artist at Elliott Animation
February 1, 2008 - February 1, 2008
Rollbots (Cartoon TV series); Happy N'ever After; Bran Swallow; Sea Monster; The Man Who Lost Himself; Fire Dancer; Backyardigans. Lighting/Rendering pipeline programming; production rigging tools; Max-to-Xbox real-time particle effects.
Instructor (Part-time) - Digital Lighting and Rendering at Sheridan College
May 1, 2007 - May 1, 2007
Provided instruction for Digital Lighting and Rendering course; prepared lessons, tests and homework; assisted students with 2D/3D production workflows; one-on-one problem solving.

Education

Post Secondary Diploma at Sheridan College Institute of Technology And Advanced Learning - Oakville
January 11, 2030 - May 1, 2005
Bachelor of Science at Sheridan College Institute of Technology And Advanced Learning - Oakville
January 11, 2030 - May 1, 2003
Bachelor of Arts: Fine Art Sculpture at Jilin College of The Arts - Jilin China
January 11, 2030 - May 1, 2020

Qualifications

Add your qualifications or awards here.

Industry Experience

Media & Entertainment