I led an effort to identify and eliminate GPU performance bottlenecks caused by micro-triangles, demonstrating that triangle screen size, not raw triangle count ("poly count"), was the primary cost driver. I designed a color-coded classification system that visualized per-triangle performance cost directly on meshes, making expensive geometry immediately visible to artists and engineers. Applying this workflow to production characters removed thousands of high-cost triangles while preserving silhouette and visual fidelity. As a result, severe framerate drops were completely eliminated, even with dozens of characters on screen. I supported this work with custom DCC and in-engine tooling to make mesh performance analysis fast, repeatable, and artist-friendly.
Documentation - https://drive.google.com/file/d/1hD086EtS33GOyi3scaD-dwn6fo1y7kHX/view?usp=sharing