Borja Morales

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Summary

Computer graphics engineer with over 15 years of experience in rendering (ray-tracing and real-time), feature animation, VFX production, and tools development. Experienced in shipping innovative, industry-shaping products such as Arnold or Vision Pro. My strengths are:

  • Engineering Management.
  • Software Engineering (C++, Swift, Python...).
  • Real-time graphic APIs (Metal, WebGL) and modern rendering algorithms (both real-time and offline).
  • Neural rendering algorithms.
  • Artistic and technical proficiency with 2D and 3D Digital Content Creation tools (e.g., 3ds Max, Maya, Houdini).
  • Technical support and training for customers and production teams.
You are welcome to contact me: reality3d -at- gmail.com

Professional Activity

Apple

December 2021 - Present: Software Engineering Manager

Vision Pro - Facetime Personas

November 2017 - December 2021: Senior Software Engineer

Reality Composer and Vision Pro - Facetime Personas

Fabric Software

Fabric Software developed Fabric Engine, a digital content creation platform to build high-performance production tools for VFX, Games, VR and Visualization.

November 2016 - November 2017: Technical Product Manager

  • Product Owner, working on roadmap and release definition (specification of new features that add value and quality to the product, proactively and through user stories negotiated with the stakeholders).
  • Customer relationship and consulting management.
  • Day-to-day engineering team management and product backlog prioritization.

July 2015 - November 2016: QA & Support Engineer

  • Extending development and testing processes (manual and automated) to increase our testing coverage and ensure the product was released with a high-quality bar.
  • Providing first-class service to customers on high profile projects all over the world.
  • Working one-on-one with the VP of products to ensure proper alignment of the release definition.

U-TAD (Digital Art and Technology University)

October 2012 - October 2017: Associate Professor

  • Taught rendering class for the VFX master degree.

Solid Angle

Solid Angle developed Arnold, an advanced production rendering software for animation and visual effects, awarded with a Scientific and Engineering Academy award and an engineering Emmy Award. It was acquired by Autodesk in 2016

July 2012 - June 2015: Engineering Manager

  • Day-to-day management of the Arnold integration teams (Softimage, Maya, Houdini, Cinema 4D).
  • Led the product Documentation.
  • Technical Support.

October 2009 - July 2012: Senior Software Engineer

  • Lead developer of SItoA, the Softimage to Arnold integration plugin.
  • Lead developer of MtoA, the Maya to Arnold integration plugin.
  • Shader Writing.
  • Technical Support.

SMT

August 2009-September 2009: Consultant

For its daily coverage of the U.S. Open 2009, Tennis Channel customized its entire studio set to a Virtual Set made by SMT with Brainstorm eStudio

  • Technical support, optimization and shader writing for the real-time virtual set done in Maya.

Ilion Animation Studios

Ilion Animation Studios created state-of-the-art computer animated features, for worldwide theatrical release. Ilion was acquired by Skydance Media and rebranded to Skydance Animation in 2020.

November 2007 - June 2009: Lighting TD

Worked in Planet 51 film as a liaison between lighting/compositing artists and other dependent departments (R&D, FX, Final Layout)

  • Development of pipeline and workflow improvement tools, standing out a real-time relighting tool.
  • Technical testing and support of the in-house raytracer used in the film to fulfill the artistic and technical needs of the lighting department.
  • Day-to-Day technical management and support of ~30 people.

Brainstorm Multimedia

Brainstorm develops a broadcast real-time graphic solution for virtual production, motion graphics, AR and entertainment.

February 2006 - November 2007: Software Engineer

  • Development of front-end features for eStudio such as a Physical camera, a shading postprocessing stack and viewport interaction.
  • Development of the Maya integration plugin (C++ API) and the maintenance and testing of the 3ds Max integration plugin.
  • Complete photorealistic virtual set creation for product demonstrations at fairs (including modeling, texturing, lighting and GLSL shader programming).

CEIT

2005: Internship

I explored the capabilities of early AR APIs (ARToolKit) for my final degree project under a 3D real-time environment handled by the Ogre3D engine.

Dibulitoon (Feature film animation studio)

2002-2004: Freelance

I worked as scene modeler and render assistant in the following Feature films:

  • 2004 Supertramps: Spanish Academy award nomination to best animated Feature film in 2005.
  • 2003 Glup: Spanish Academy award nomination to best animated Feature film in 2004.
  • 2002 Anjé: Spanish Academy award nomination to best animated Feature film in 2003.

Education

1999-2006: MS in Computer Engineering at "Universidad del País Vasco", Spain. Intensification in Computer Graphics and Virtual Reality. Final degree project: "A practical approach to Augmented Reality" (Equivalent to Level 7 of the European Qualifications Framework (EQF)).

Languages

  • English: Fluent
  • Spanish: First language