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Dalton Omens

I'm a Research Engineer at Epic Games, working on the next generation of AI-driven virtual characters and worlds. I recieved my PhD in Computer Science from the Stanford University AI Lab (SAIL), advised by Ron Fedkiw. I received my B.S. in Electrical Engineering and Computer Science at UC Berkeley in 2020.

I have worked with research teams at Epic Games, SONY, Unity, and Blizzard on cutting-edge computer graphics and AI initiatives. I have also interned at NVIDIA.

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Research

My current research centers upon AI for virtual characters and worlds: How do we improve world engines, linear content generation, and virtual characters with AI tools? How do we ground multimodal generative AI for consistency, efficiency, and usefulness?

More broadly, I continue to aim towards democratizing artistic pipelines, by leveraging cutting-edge tech to enable traditionally prohibitive workflows such as character simulation/creation, content generation, emergent gameplay systems, and animation/retargeting.

Improving Facial Rig Semantics for Tracking and Retargeting
Dalton Omens, Allise Thurman, Jihun Yu, Ron Fedkiw
Eurographics, 2026
project page / paper (authors' version) / arXiv / video (TBA) / code

Using carefully captured calibration expressions can improve the semantic accuracy of facial retargeting. Implicit differentiation can be applied to black-box or non-differentiable trackers to fine-tune retargeting results for an even better result.

A Neural-Network-Based Approach for Loose-Fitting Clothing
Yongxu Jin, Dalton Omens, Zhenglin Geng, Joseph Teran, Abishek Kumar, Kenji Tashiro, Ron Fedkiw
arXiv, 2024
paper / arXiv / video

To simulate loose-fitting clothing, separating physically simulated dynamic modes from neurally simulated quasistatic modes aids generalization when paired with a well-crafted coarse physics model such as rope chains.

Democratizing the Creation of Animatable Facial Avatars
Yilin Zhu, Dalton Omens, Haodi He, Ron Fedkiw
arXiv, 2024
paper / arXiv

Obtaining geometry and texture from a couple selfies to create a personalized animation rig. A Simon Says process is used to match the user's expressions.

Fast and Feature-Complete Differentiable Physics for Articulated Rigid Bodies with Contact
Keenon Werling, Dalton Omens, Jeongseok Lee, Ioannis Exarchos, C. Karen Liu
RSS, 2021
project page / arXiv / code

A differentiable physics engine that supports Lagrangian dynamics and hard contact constraints for articulated rigid body simulation, offering analytic gradients through features typically only available in non-differentiable simulators.

Fast and Deep Facial Deformations
Stephen Bailey, Dalton Omens, Paul DiLorenzo, Ioannis Exarchos, James F. O'Brien
SIGGRAPH, 2020
project page / paper / code

A method using convolutional neural networks for approximating the mesh deformation of complex facial rigs. Fast evaluation allows for interactive inverse kinematics and real-time performance capture.

Education

Stanford University, 2020 - 2025
Ph.D. in Computer Science
Thesis: Improving Facial Rig Semantics for Tracking and Retargeting
University of California, Berkeley, 2016 - 2020
B.S. in Electrical Engineering and Computer Science, summa cum laude