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 !
The chapter wrote during my time at Unity Lab has been published in the last edition of GPU Zen 2
Hired to continue working on the Tessellation Project and publish a scientific article
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.
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]
Implementation of a ThreeJS application along with a distributed OpenGL RayTracer optimized for caustics computations running on AWS GPU instances
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