Personal Information
Organization / Workplace
Tarbes Area, France, Outside US & Canada France
Occupation
Developer and 3D graphics expert at Sketchfab
About
Real Time Simulation, Games and environment:
Augmented Reality, Interactivity: Museum, Video Projection
Real Time Simulation, Serious Games : 3D graphics, Physics, Collisions, Spatial Sound, Editors
From Architecture to latest Research on the field.
Specialties: Multimedia : 2d (bitmap, vectors), 3d realtime
Ogre 3D, Opengl, Directx, Shaders (Glsl, Hlsl, CG) C++, Canvas & webgl (javascript), high performance computing (Cuda, OpenCL), Physic & Collision simulation, sound, network, etc.
Tags
ogre3d
ogre
moteur 3d
opengl
3d
directx
moteur
pipeline
graphiques
fr
gpu
See more
Presentations
(2)Likes
(256)On Mesh Intersection: exact computation and efficiency
Bruno Levy
•
3 months ago
Shiny Pixels and Beyond: Real-Time Raytracing at SEED
Electronic Arts / DICE
•
6 years ago
Webapp Rendering and Optimization.
arthurjamain
•
10 years ago
Rendering AAA-Quality Characters of Project A1
Ki Hyunwoo
•
7 years ago
Masked Software Occlusion Culling
Intel® Software
•
7 years ago
Paris Master Class 2011 - 01 Deferred Lighting, MSAA
Wolfgang Engel
•
8 years ago
Optimizing unity games (Google IO 2014)
Alexander Dolbilov
•
9 years ago
Unity introduction for programmers
Noam Gat
•
9 years ago
Optimizing Large Scenes in Unity
Noam Gat
•
8 years ago
Lighting the City of Glass
Electronic Arts / DICE
•
8 years ago
Photogrammetry and Star Wars Battlefront
Electronic Arts / DICE
•
8 years ago
GDC 2016 End-to-End Approach to Physically Based Rendering
Wes McDermott
•
8 years ago
GDC 2016: Modular Level Design of Fallout 4
Joel Burgess
•
8 years ago
[2016 GDC] Multiplatform GPU Ray-Tracing Solutions With FireRender and FireRays
Takahiro Harada
•
8 years ago
Game Engines in Game Education: Thinking Inside the Tool Boox?
Sebastian Deterding
•
8 years ago
Optimizing the Graphics Pipeline with Compute, GDC 2016
Graham Wihlidal
•
8 years ago
Lessons Learned from I Expect You To Die: New Puzzles, New Hands
Jesse Schell
•
8 years ago
Consuming and Creating Libraries in C++
Richard Thomson
•
8 years ago
Vulkan 1.0 Quick Reference
The Khronos Group Inc.
•
8 years ago
Intel Graphics Performance Analyzers (Intel GPA)
Intel® Software
•
8 years ago
Broken Linux Performance Tools 2016
Brendan Gregg
•
8 years ago
Z Buffer Optimizations
pjcozzi
•
14 years ago
word2vec, LDA, and introducing a new hybrid algorithm: lda2vec
👋 Christopher Moody
•
8 years ago
Dynamic lighting and dropping shadow in WebGL
翔 石井
•
8 years ago
Efficacy of deferred rendering in WebGL
翔 石井
•
8 years ago
40 VR Predictions
Jesse Schell
•
8 years ago
The Pleasure Revolution 2015
Jesse Schell
•
8 years ago
Making Great VR: Lessons Learned from I Expect You To Die
Jesse Schell
•
8 years ago
THE BLACKSMITH demo: Bridging the Gap between Realtime and Offline CG
Renaldas Zioma
•
8 years ago
Introduction to Bidirectional Path Tracing (BDPT) & Implementation using OpenCL追加資料 (CEDEC 2015)
Takahiro Harada
•
8 years ago
Personal Information
Organization / Workplace
Tarbes Area, France, Outside US & Canada France
Occupation
Developer and 3D graphics expert at Sketchfab
About
Real Time Simulation, Games and environment:
Augmented Reality, Interactivity: Museum, Video Projection
Real Time Simulation, Serious Games : 3D graphics, Physics, Collisions, Spatial Sound, Editors
From Architecture to latest Research on the field.
Specialties: Multimedia : 2d (bitmap, vectors), 3d realtime
Ogre 3D, Opengl, Directx, Shaders (Glsl, Hlsl, CG) C++, Canvas & webgl (javascript), high performance computing (Cuda, OpenCL), Physic & Collision simulation, sound, network, etc.
Tags
ogre3d
ogre
moteur 3d
opengl
3d
directx
moteur
pipeline
graphiques
fr
gpu
See more