Chris Dunaetz
Senior Software Engineer · GPU performance · Graphics, video, on-device AI
I make demanding workloads run fast on real hardware. For seven years at Disney I took real-time 3D, stereoscopic video and on-device AI from prototype to launch on Apple Vision Pro and Meta Quest. I've built for iOS since 2015.
I'm looking to bring that GPU and parallel-compute experience to AI. Based in the Los Angeles area; open to remote or hybrid roles in Southern California.
Videos of the work
Disney+ environments: a tourI led bringing these ILM-built worlds into Disney+ and was primary engineer on their RealityKit runtime. Walkthrough by Spatial Insider · starts at 3:38
Experience
The Walt Disney Company
- 96 FPS on Meta Quest 3 rendering a 3D environment around a 4K stereo film at 48 FPS, on an XR2 Gen 2 that also runs tracking and passthrough, with about half the peak GPU compute of Vision Pro's M2.
- Under 200 ms from tap to first frame on average for 800 MB environments on Vision Pro, using GPU-ready ASTC/KTX textures, front-half-first loading and deferred custom-shader compilation.
- Alien: Earth environment runs dynamic lighting, shadows, skeletal animation, particle simulation, vertex-displacement shaders, anisotropic reflections and volumetric lighting at the same time.
- Foveated Gaussian splatting: moved a Metal splat renderer onto RealityKit through LowLevelMesh to gain foveated rendering and hybrid rendering with traditional meshes.
- On-device AI: real-time semantic segmentation with custom PyTorch models on Core ML, composited with the live camera feed in custom Metal shaders.
Disney+ immersive viewing environments: Apple Vision Pro and Meta Quest
- Led the effort to bring ILM-built 3D worlds into Disney+ as immersive viewing environments, announced in Apple's WWDC 2023 keynote and live on Vision Pro's launch day; primary engineer on the RealityKit runtime.
- Brought FX's Alien: Earth environment to Vision Pro with little project structure: got the vendor's models and animation running in headset and hand-authored the dynamic lighting, particles and some of the sound. Featured by Apple in a 2025 Meet with Apple session.
- Ported the environments to Meta Quest in the new Meta Spatial SDK: rewrote surface and vertex shaders, kept color accurate between Vision Pro's P3 displays and Quest, and built the test-bench app used to debug them for Quest and future Meta hardware before Disney+ integration.
Immersive video, R&D and AR
- Built a 180° stereo video format ahead of Apple Immersive Video; rendered, encoded and shipped films in it.
- Wrote Swift tooling to encode MV-HEVC and Apple Immersive Video on Apple silicon's hardware encoder (VideoToolbox), and streamed Apple Immersive Video over HLS. Used NVIDIA hardware encoders (NVENC) to cut bitrate for other experiences.
- Built a Vision Pro flight-sim test bench measuring which motions feel fun versus cause motion sickness.
- Built the SwiftUI App Clip for Marvel's Eternals AR companion app.
Phunware
- Led features and the largest UI overhaul for the FOXNOW, FXNOW and Nat Geo TV streaming apps (15M users).
Krue, Hairdoo and other startups
Talks
- USD Summit, Pixar headquarters (2025): delivering Vision Pro runtime assets via USD in RealityKit.
- Disgraph 2024 (Disney's internal graphics conference): co-presented the viewing-environment pipeline with ILM.
Skills
- Graphics, video and AI
- Metal, RealityKit, Meta Spatial SDK, OpenUSD, shaders, ASTC/KTX, GPU profiling, Gaussian splatting, VideoToolbox (MV-HEVC, Apple Immersive Video), NVENC, HLS, P3 color management, YCbCr pixel formats, PyTorch, Core ML
- Languages and tools
- Swift, Python, C++, Objective-C, Claude Code, Cursor
- Game engines and DCC tools
- Unity, Unreal Engine, Blender, Maya, RenderMan
- Education
- B.S. Business Administration, University of Southern California, 2014