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Mesh Optimization Workflow

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

Normal View

Normal View

Diagnostic view showing how well each triangle performs with rendering. The additional cost of a single triangles going over 2x2 pixels is not being considered yet. Red is 1000x render cost, orange is 100x, yellow is 10x, green is okay.

Diagnostic view showing how well each triangle performs with rendering. The additional cost of a single triangles going over 2x2 pixels is not being considered yet. Red is 1000x render cost, orange is 100x, yellow is 10x, green is okay.

Normal View

Normal View

Diagnostic view showing how well each triangle performs with rendering. The additional cost of a single triangles going over 2x2 pixels is not being considered yet. Red is 1000x render cost, orange is 100x, yellow is 10x, green is okay.

Diagnostic view showing how well each triangle performs with rendering. The additional cost of a single triangles going over 2x2 pixels is not being considered yet. Red is 1000x render cost, orange is 100x, yellow is 10x, green is okay.

DCCC (Blender) tooling to estimate the triangle cost based on different zoom tiers

DCCC (Blender) tooling to estimate the triangle cost based on different zoom tiers

DCCC (Blender) tooling to estimate the triangle cost based on different zoom tiers

DCCC (Blender) tooling to estimate the triangle cost based on different zoom tiers