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.
3D ARTISTRY · TECHNICAL DIRECTION · CREATIVE PROBLEM-SOLVING
I’m Jeremiah Fyler. I combine art and technology to create compelling imagery, build better workflows, and bring complex ideas to life.
years in 3D animation & design
years in forensic visualization
artists led in a Microsoft 3D pod
01 / A selection of what I do
From the first concept to the final pixel.
Games, film, brands, and the worlds between.
FIELDWORK / 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.
CURRENT / Selected development & 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 computers and know the hardware behind the work. That hands-on understanding extends from component selection and troubleshooting to the systems that keep 3D production moving.
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 tools02 / Give the story another dimension
Cinematics, interactive worlds, and experiments.
A collection from my Vimeo archive.
Some stories are shared privately.
Additional work under NDA is available for an authorized private review.
LIVE / An interactive material study
A small playground for the way I think.
Rotate the form. Smooth the geometry.
Change the surface. Move the light.
↔ Drag to explore · Touch or mouse
SMOOTHING
Preparing the 3D form…
Subdivision rounds the geometry. Use Original to compare the coarse mesh, or show its control cage over the smoothed result.
03 / The person behind the pixels
I’m Jeremiah Fyler.
Technical director. Artist. Problem solver.
I bring together production leadership, hands-on 3D craft, and forensic visualization. My work connects cinematic storytelling with the technical discipline needed for litigation, reconstruction, and engineering-led investigations.
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.
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 INDUSTRIESEXPERIENCE / 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 & ANIMATIONLead 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.
04 / From idea to delivery
Creative decisions backed by
hands-on production experience.
Bridging visual ambition and production. Guiding artists, solving technical challenges, and shaping a consistent final result.
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
Technical direction. Forensic visualization. Cinematic 3D.
Let’s talk about your next challenge.