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B.S.E in Digital Media Design with minors in Fine Arts and Psychology from the University of Pennsylvania School of Engineering and Applied Science (2001 to 2005).  Cumulative GPA: 3.92 / 4.0.





  • Crowds Supervisor, for PIXAR Animation Studios                                                            

    • Elemental (2021 to 2023)  Crowds Supervisor, developing neural style transfer pipeline for volumes.                                                                      

    • Turning Red  (2019 to 2021)  Crowds Supervisor, deploying large scale kinematically rigged crowds.                                                        

    • Onward (2018 to 2019)  Crowds Supervisor, expanding the reach of virtual production for crowds.                                                                     

    • Incredibles 2 (2017 to 2018)  Crowds Supervisor, integrating motion capture to production process.                                                     

    • Finding Dory (2014 to 2016)  Crowds Supervisor, leading a team and integrating houdini for crowds.                                                     

    • Brave (2009-2012) Crowds Lead, developed a new crowd pipeline and lead a team of TDs


  • Software Engineer, for PIXAR Animation Studios           

    • Pixar Research Rotation (2023-present) ML based cloth sim, markerless mocap, and animation autocomplete.

    • Walt Disney Animation Studios (2018) Resource for USD and Presto Integration.          

    • Disney Research Collaboration (2016)  Exploration of applications in Machine Learning to simulation and crowds.                     

    • Monsters University / The Good Dinosaur (2012-2013) Rendering research on Level of Detail.

  • CG Instructor, for The Academy of Art University and freelance                                                                                       

    • RenderMan (2006 to 2015) Teaching shading, lighting, rendering pipeline & optimization.                                                           

    • Massive Crowd VFX (2008 to 2014) Teaching procedural animation and crowds pipeline.                                                        

    • Guest Lectures (2008 to current) at the Filmakademie Baden-Wuerttemberg, University of California at Berkeley, University of Michigan, Bangkok University,  NTDF, and  Hyper Island


  • Technical Director, for PIXAR Animation Studios                                      

    • Cars 2 / Toons (2009-2010) Developed the “shrinkwrapping” pipeline for fast car rendering                                                                                               

    • Up (2008-2009) Crowd Simulation, brain design in Massive for canine agents, shotwork                                                             

    • Wall-E (2007-2008) Crowd Simulation, developed fast physics tools for crowds, shotwork                                                                                                    

    • Ratatouille (2006-2007) Crowd Simulation, used Massive to animate swarming rats                                               

    • Cars (2005-2006) Render Optimization, created& deployed an ID buffer based pruning tool


  • Technical Director Intern, for PIXAR Animation Studios                                                                                                          

    • Cars (2004-2005) Set Shading and Pipeline, shaded props & created shader templates & UI


  • Graphics Programmer, for the Brainard Psychophysics Laboratory                                                             

    • (2002 -2004) Programming color experiments in C, RenderMan, Radiance, and Matlab.                                           

  • Teaching Assistant, for the Computer Science Department of the University of Pennsylvania                                                                     

    • GPGPU Programing (2005 Fall), taught real time shading assisted in GPGPU instruction                                                                       

    • Virtual World Design (2004 Spring), taught game programming in shockwave 3D.


Patents & Papers




  • Xiao, B., Kanyuk, P. J., & Brainard, D. H. (2005). Color appearance and the material properties of three-dimensional objects. Vision Sciences Society Annual Meeting, Sarasota, FL, 782a,, doi:10.1167/5.8.782.












  • Software: Maya, Houdini, RenderMan,  Slim, Massive, Katana, Touch Designer, Nuke, Logic, Unity


  • Programming: C/C++/C#, Python, Lua,  Perl, TCL, MEL, RSL, VEX, GLSL, Cg, OpenGL, Matlab



Industry Talks & Courses


  • Tim Best, Renee Tam, Amy Allen, Paul Kanyuk, Jacob Brooks, Ana Lacaze, Sequoia Blankenship, Courtney Kent, and Cody Harrington. 2020. Quest for Magic: the making of Pixar's "Onward". In ACM SIGGRAPH 2020 Production Sessions (SIGGRAPH '20).





  • Paul Kanyuk and Laurence Emms. 2012. Taming Render Times at Pixar: CPU & GPU, Brave and Beyond. In ACM SIGGRAPH ASIA 2012 Course (CA '12).




  • Paul Kanyuk. 2011. Procedural shading in RenderMan and Beyond. In ACM SIGGRAPH ASIA 2011 Courses (SA '11).




  • Paul Kanyuk and Chris Lawrence. 2008. Brain springs: fast physics for large crowds on WALL·E. In ACM SIGGRAPH 2008 talks (SIGGRAPH '08).

  • Eagle Scout, Boy Scouts of America

  • Member of VES, ASIFA, and SIGGRAPH

  • Member of Tau Beta Pi Engineering Honor Society

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