LiDAR & photogrammetry
Integrating scans, image-based capture, and geographic references into a shared 3D workflow. Alignment and source relationships stay part of the process.
The portfolio of Jeremiah Fyler
Creative vision. Technical precision.
TECHNICAL DIRECTOR · 3D GENERALIST
From Halo 4 and film campaigns to forensic visualization, I connect design judgment with lighting, materials, rendering, and hardware expertise.
years in 3D animation & design
years in forensic visualization
artists led in a Microsoft 3D pod
01 / PORTFOLIO / GAMES, FILM & BRANDS
Open a project to explore the artwork,
my contribution, and the production credits.
CREATIVE / Films, animation & interactive work
Cinematics, interactive worlds, and experiments.
A collection from my Vimeo archive.
LIVE / An interactive material study
A small playground for the way I think.
Choose a form. Change the surface.
See what a different light reveals.
Drag to orbit · Scroll or pinch to zoom
Keyboard: arrows to orbit · + / − to zoom
From the classic Utah teapot to a detailed Toyota 4Runner and abstract geometry. Explore the relationship between shape, surface, and real HDRI lighting.
The supplied 4Runner geometry uses materials rebuilt for this lighting study.Change the body paint. Glass, tires and trim keep their materials.
Waiting for the viewer…
SMOOTHING
Loading the interactive studio…
Imported surface normals are preserved on the 4Runner. Subdivision tools are available on the procedural studies. HDRI lighting is visible on solid materials.
HDRI: Monochrome Studio 02 (opens in a new tab) / Poly Haven · CC02023 Toyota 4Runner · Supplied geometry · Web materials rebuilt
CREATIVE / A CLOSER LOOK
Inspect the surfaces, shaders, and lighting behind Master Chief. Open the original render, zoom into the detail, then explore the before-and-after film.
Halo 4 / 343 Industries
Look development and campaign production with the Concept Arts team.
HALO 4 / Character development
From close-up surface detail to a side-by-side character comparison. A look at the materials, shaders, and lighting behind the finished render.
HALO 4 / 343 INDUSTRIESBEYOND THE [FRAME] / FROM ENTERTAINMENT TO FORENSIC
My background in game and film campaigns taught me to shape an image through design, lighting, materials, and rendering. I bring that experience into forensic visualization, supported by hands-on hardware knowledge and technical direction. Working with project reference, reconstruction data, and expert analysis, I build clear scenes and dependable production workflows.
| CREATIVE CRAFT | FORENSIC APPLICATION |
|---|---|
| Cinematic design & composition | Clear visual hierarchy & explanatory sequences |
| Lighting, materials & rendering | Readable surfaces, scene context & visual detail |
| Camera & scene development | Sightlines, viewpoints & reconstructed environments |
| Technical direction & simulation | Consistent scenes & data-driven animation |
| Hardware & render infrastructure | Workstations & workflows for demanding 3D datasets |
Reference. Reconstruction. Understanding.
Cinematic design and technical depth, applied to forensic visualization. I use lighting, materials, and rendering to make scenes readable, with cameras and animation guided by project reference, reconstruction data, and expert analysis. Hardware knowledge and production workflows support the work from source data to final delivery.
Discuss a forensic projectCapture and organize the reference.
Align the data and prepare the geometry.
Translate complex inputs into clear visuals.
Forensic work. The right setting.
Additional forensic work is available for an authorized private review.
FORENSIC / Site inspections & reality capture
Beyond the frame starts in the field.
Good visualization starts with understanding the place. I connect on-site documentation, reality capture, and technical 3D production to help turn complex environments into usable scene data.
CAPTURE / SPATIAL CONTEXT
LiDAR, photogrammetry, videogrammetry, and reference imagery provide complementary views of an environment. The goal is organized source material with the context needed for alignment and reconstruction.
Discuss an inspectionIntegrating scans, image-based capture, and geographic references into a shared 3D workflow. Alignment and source relationships stay part of the process.
Documenting site context, details, sightlines, camera viewpoints, and lighting conditions to support visualization and reconstruction work.
Point-cloud preparation, scan retopology, texture reprojection, and camera alignment connect field material to editable production geometry.
Inspection scope and capture requirements are coordinated with the project’s engineering or reconstruction team.
FORENSIC / Tools & workflow engineering
The tools behind the work.
3D art, animation, and innovative tools—from concept to final delivery.
01 / GEOSPATIAL RECONSTRUCTION
A workspace for bringing geospatial reference data, photogrammetry, point clouds, and production geometry together inside 3ds Max.
Ongoing software developmentAnchor the scene with KMZ/KML reference data. Bring scans and imagery into a shared coordinate system, then verify the alignment with control and check points.
02 / PRODUCTION SOFTWARE
Developing the 4ensic Toolkit: a shared workspace for repeatable technical 3D tasks, with a consistent interface and guided production steps.
03 / CAPTURE & DATA
Tools for converting geometry to point data, sampling surface color, filtering spatial regions, and preparing exports for downstream workflows.
Surface, vertex, and edge sampling; world and local coordinate handling; color-aware exports; and process visibility for long-running tasks.
04 / SIMULATION TO STORY
Developing simulation-to-animation workflows that connect reconstruction data with editable 3D scenes and animation pipelines.
PC-Crash, VirtualCRASH, and HVE data handoff; transform and unit handling; animation baking; and speed-report workflows across technical 3D production.
05 / RECONSTRUCTION CRAFT
Recent workflow work combines scan retopology, controlled surface edits, texture reprojection, and multi-camera alignment.
Rebuild dense scan geometry into an editable mesh. Use soft selection and conform tools to shape the surface, then reproject the original imagery. Check camera field of view and edge continuity when building connected views.
06 / HARDWARE & PRODUCTION INFRASTRUCTURE
I build and troubleshoot the workstations behind the images, from component selection, cooling, and storage to CPU/GPU rendering and shared production systems. I know how hardware choices affect scene capacity, rendering speed, and day-to-day reliability.
Let’s talk hardwareChoosing and assembling CPUs, GPUs, memory, and storage around the demands of the creative workflow.
Understanding the balance between performance, thermals, power delivery, capacity, and dependable day-to-day use.
Tracing hardware and software issues across workstations, drivers, rendering applications, and production dependencies.
Experience supporting virtual workstations, shared storage, licensing infrastructure, and render-farm workflows.
Interested in a custom tool, a technical workflow, or a closer look at current development?
Let’s talk toolsABOUT / The person behind both practices
I’m Jeremiah Fyler.
Technical Director. 3D generalist. Problem solver.
A Technical Director at heart, I work hands-on across the 3D pipeline—from scene and asset development to animation, lighting, materials, rendering, and final delivery. My background spans cinematic campaigns and more than a decade of forensic visualization.
From LiDAR and photogrammetry to simulation data and final animation, I translate complex inputs into clear, technically grounded visuals. I also build custom workstations, troubleshoot production hardware, and develop the pipelines and infrastructure that help artists deliver them.
EXPERIENCE / Science × technology × storytelling
From Halo campaign renders to evidence-led visualization. A career connecting artistic quality, technical accuracy, and production leadership.
Request full résumé ↗DENVER, COLORADO / BA, MEDIA ARTS & ANIMATIONShowing 7 career roles.
Lead forensic visualization and technical 3D work supporting litigation, accident reconstruction, engineering-led investigations, and demonstrative evidence.
Integrate LiDAR, photogrammetry, videogrammetry, field imagery, and reconstruction data. Translate PC-Crash, VirtualCRASH, and HVE simulation data into animation pipelines across 3ds Max, Maya, and MotionBuilder.
Directed technical and artistic execution for complex forensic animations and litigation exhibits while leading 3D production on major matters.
Helped design a remote-first production environment using virtual workstations, shared storage, licensing infrastructure, and scalable render-farm capacity. Advanced simulation integration, biomechanics visualization, and pre- and post-impact animation workflows.
Produced and supervised forensic, accident-reconstruction, and medical visualizations for litigation.
Combined technical direction with hands-on modeling, lighting, rendering, animation, compositing, and pipeline troubleshooting across a wide range of case types.
Led a seven-person pod within a larger 3D team creating city assets for Microsoft’s Bing 3D Maps initiative.
Contributed to delivery spanning streetside and full 3D cities.
Built a Maya/V-Ray production pipeline, custom shaders, and lighting.
Oversaw rendering and compositing for the Dead Island Riptide CGI teaser and contributed to VEGA Conflict cinematic work.
Worked with Walt Disney Imagineering R&D on attraction development for Shanghai Disneyland.
Served as art and technical director for bird animations used in the Big Thunder Mountain interactive queue at Walt Disney World.
Directed high-end game and theatrical advertising renders, repairing and preparing client assets for print, web, and packaging.
Contributed to Halo franchise campaigns, Halo 4, Green Lantern, Mass Effect 2, and Dishonored development work.
EXPERTISE / Hands-on production
Technical direction with hands-on range.
Lighting, materials, rendering, and the systems behind them.
Setting visual direction, guiding artists, designing workflows, and solving production problems—while staying hands-on with the work.
CREATIVE LEADERSHIP / PIPELINE DEVELOPMENTModeling, sculpting, texture development, and custom shaders that take production assets to the level a close-up demands.
3DS MAX / MAYA / ZBRUSHLighting and materials built around the story, with rendering and compositing workflows designed for the final delivery.
V-RAY / PHOTOSHOP / AFTER EFFECTSCinematic environments, product animation, and 3D assets for interactive stories and themed experiences.
CINEMATICS / PRODUCT VISUALS / INTERACTIVEIntegrating LiDAR, photogrammetry, videogrammetry, expert analysis, and vehicle simulation data into production-ready scenes and technically grounded animation.
PC-CRASH / VIRTUALCRASH / HVE / MOTIONBUILDERCustom workstation builds, CPU/GPU rendering hardware, storage and cooling, troubleshooting, and the remote production systems that connect artists to their work.
WORKSTATIONS / HARDWARE DIAGNOSTICS / RENDER INFRASTRUCTUREGreat work starts with a conversation
Looking for forensic visualization and analysis? Visit our partner at 4ensic.co (opens in a new tab)
Cinematic craft. Forensic clarity.
Let’s talk about your next project.