Tom Varik

Staff Software Engineer at Pixar Animation Studios

San Francisco, California, United States
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Summary

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Senior
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Tom Varik is a Staff Software Engineer in San Francisco with 11 years of experience building high-performance graphics, distributed systems, and full-stack applications. He moved from law into software, combining a JD and a BFA in motion picture production with pragmatic engineering—an unusual blend that informs his work on renderer architecture and visual fidelity. At Pixar he contributes to foundational open-source projects like OpenUSD, improving rendering correctness and material handling in hdPrman, and previously drove large-scale ingestion and collaborative editor systems at Casetext and platform work at Autodesk. Tom is known for refactoring complex graphics backends, shipping reliable low-level improvements that enhance transparency, double-sided materials, and culling behavior, while mentoring teams on scalable system design.
code11 years of coding experience
job9 years of employment as a software developer
bookFull Stack Javascript, Full Stack Javascript at Hack Reactor
bookBachelor of Fine Arts (BFA), Motion Picture Production, Bachelor of Fine Arts (BFA), Motion Picture Production at Wright State University
bookJD, Law, JD, Law at University of Akron School of Law
languagesEnglish, French, Japanese
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Stats
56reputation
356reached
1answer
1question
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Github Skills (7)

c-language10
cprogramming-language10
opengl8
nodejs-addon6
nodejs6
javascript6
python6

Programming languages (7)

TypeScriptJavaC++CJavaScriptMathematicaKotlin

Github contributions (5)

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Universal Scene Description
Role in this project:
userBack-end Developer
Contributions:15 commits, 7 comments in 5 months
Contributions summary:Tom's commits primarily involve refactoring and modifying the UsdImagingGLEngine, specifically removing and replacing methods related to OpenGL state management. They also implemented and integrated support for double-sided materials and cull styles within the hdPrman renderer. Furthermore, the user addressed issues related to the handling of material IDs in mesh topologies and improved the appearance of transparency in the OSL shader.
universal-scene-descriptionscene
TGVarik/convert

Feb 2015 - Apr 2016

Contributions:118 pushes, 1 branch in 1 year 2 months
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