Interactive Aesthetics

About me

Between engineering and research, I'm passionate about Rendering, GPU Programming, Computer Graphics, Computer Vision, Arts, Video-Games, and anything that relates to visual aesthetics in some way. I've always prefered working on stuff I love and giving it all I have, rather than having tons of pet projects. I think this website tends to prove that !

Appart from that, I do have some music related side projects, and I hope I'll soon publish some really cool songs ! Eventually this website will hold a section for them.

I'm currently working at Apple in AR/VR research, I'm thinking of going back to Academia for a PhD later on, but my main goal is to find my path between Tech and Art.

Feel free to contact me for any question or additional information !


  • May 2019

    Compute Shader Tessellation published in GPU Zen 2

    The chapter wrote during my time at Unity Lab has been published in the last edition of GPU Zen 2
    Learn More

  • Oct 2018

    Hired at Apple in Graphics / AR / VR research

    Working from Paris, moving to the Bay area Autumn 2019
  • March 2018 - August 2018

    Graphic Research Scientist - Unity Technologies

    Hired to continue working on the Tessellation Project and publish a scientific article
    Learn More

  • March 2018

    Obtained my M.Sc. in Computer Science

    Thesis: GPU Tessellation with Compute Shaders
  • Sept. 2017 - March 2018

    Graphic Research Intern - Unity Technologies

    Research and implement an efficient triangle and quad tessellation scheme, expected to out-perform existing hardware implementations, taking advantage the OpenGL compute pipleline and J. Dupuy’s Quadtree on GPU technology. Serves as my Master's Thesis.
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  • April 2017 - June 2017

    Photon Mapping implementations in the Nori raytracer

    Advanced Computer Graphics course project.
    Implementations of advanced Photon Mapping algorithms such that: Probabilistic Progressive Photon Mapping [Knaus and Zwicker 2011], RGB Anisotropic Volumetric Photon Tracing (HG phase), Beam Radiance Estimate [Jarosz et al. 2008]

  • Sept. 2016 - July 2017

    Web Gallery for Goal-Based Caustics

    Implementation of a ThreeJS application along with a distributed OpenGL RayTracer optimized for caustics computations running on AWS GPU instances
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  • July 2016

    Obtained my B.Sc. in Computer Science

    Beginning of my M.Sc. in Computer Science
  • Apr. 2016 - May 2016

    Procedural Planet Rendering Project

    Won the Best Course Project Award !

    Implementation in C++ & OpenGL 4.x. Features include infinite heightmap computation, distance fog, water reflection and refraction, adaptive texturing, dynamic tessellation, displacement optimisation through ping pong buffers
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  • Feb. 2015 - July 2015

    Bachelor Project at the Immersive Interaction Group

    Developed, implemented and conducted an experiment studying the subject's perception of the manipulation of its visual feedback during an ISO 92141-9 standard multidirectional reaching task.
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  • September 2012

    Starting my B.Sc. of Computer Sciences at the EPFL

    Enrolled in the Bachelor cycle right after finishing High School in France. The EPFL is ranked 8th best Computer Science university in the world by Times Higher Education ranking Learn More

  • 2009-2012

    High School at the Lazaristes

    Engineering Sciences with Mathematics Specialty. Graduated with Honors at the National Exam (“mention tres bien”).
    See Grades

Let's Get In Touch !

+33 (0) 6 75 09 01 78