Ryan Kautzman

I build tools for people who make things.

I’m a software engineer who cares deeply about craft — in software and everywhere else. I’ve spent much of my career building simulation systems, graphics pipelines, and tools for artists — places where engineering and creativity come together to do really cool things. I’m happiest working on complex systems that people actually enjoy using. Outside of work I’m a dad, a woodworker, a photographer, and a musician. Making things — with code or with my hands — is how I understand the world.

Selected Projects

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Physics Abstraction Layer (PAL) (2006-2018)

Architected and led PAL, a C++/Python simulation scene graph used across most Pixar films from Toy Story 3 through Incredibles 2.

  • Technical lead and architect for PAL core systems.
  • Supported production use from Toy Story 3 through Incredibles 2.
  • Bridged research code to production reliability.

simulation · rigid bodies · FEM · fluids · scene graph · infrastructure

Skin and Muscles on 'Incredibles 2' (2016–2018)

Led skin and muscle simulation developments on Incredibles 2.

  • New robust skin tracking algorithm using 2D ray-tracing over mesh surfaces
  • Non-uniform projection spring constraints for art-directed skin behavior
  • FEM muscle development

PAL · PhysBAM · FEM · Skin Sim · Flesh Sim · Muscle Sim

Fluid, Flesh, skin, and fracture sim on 'Brave' (2008–2012)

Led development of flesh, skin, and fluid simulators built on PAL.

  • Biphasic FEM flesh & skin on bears and horses
  • Distributed PLS multiphase viscoelastic fluids on cauldron and river
  • Why it mattered to the organization.

PAL · PhysBAM · FEM · Skin Sim · Flesh Sim · Fluid Sim

Publications

Selected Writings

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