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!! Looking for a job !! I'm looking for a new position as a graphics engineer, in Canada ! Ideally in Montréal, in a video game studio, animation, special effects, or research lab. Feel free to contact me if you're interested in my skills !
I am a computer graphics engineer working in ARTIS since January 2008. I worked for almost 2 years on GENAC project (Automated Content GENeration) with Cyril Soler and Eden Game studio (Lyon,France, has recently shipped Test Drive Unlimited 2 and Alone In The Dark - Near Death Investigation), on global illumniation for video games.
Currently I work on GARDEN project (next-gen video game engine, still collaborating with Eden Game), on realistic real-time rendering for video games.
Research themes
GENAC project:
My research works are about real time global illumination for video games, more specifically about ambient occlusion and indirect lighting computation in screen space, using deffered rendering engine.
About SSAO: our method aims at computing visible horizon in every direction, around each point (similar to HBAO method from nVidia). Some videos after integration in Alone In The Dark game engine.
- First results using high quality parameters
- Another video showing quality benefits from temporal coherence, using low quality parameters (quarter resolution, 16 samples/pixel).
- (All videos were shot in real time, at a resolution of 720p)
- All details are in technical report as well as in my Siggraph'10 talk slides(.pptx / .ppt / .pdf)
- Our results within Alone In The Dark game engine (real time, 720p)
- Realistic foliage rendering: our method use tile rendering with high-end hardware features
- Terrain generation: procedural terrain generation from example, with respect to user-defined constraints. First promising result: we synthesize terrain from a heightmap example (procedurally generated or manually drawn by an artist), respecting user-defined track.
Recent publications
Here is the list of my recent publications :Slides from my Siggraph'10 talk 'A Fast Deferred Shading Algorithm for Approximate Indirect Illumination' are available: Pptx format / Ppt format / PDF format , as well as the video (xVid).
Check also the technical report for all details.
2010
- auteur
- Cyril Soler, Olivier Hoel, Frank Rochet
- titre
- A Deferred Shading Pipeline for Real-Time Indirect Illumination
- article
- ACM SIGGRAPH 2010 Talks, Jul 2010, Los Angeles, CA, United States. pp.18, ⟨10.1145/1837026.1837049⟩
- DOI
- DOI : 10.1145/1837026.1837049
- Accès au texte intégral et bibtex
2009
- auteur
- Cyril Soler, Olivier Hoel, Franck Rochet, Frederic Jay, Nicolas Holzschuch
- titre
- Hierarchical Screen Space Indirect Illumination For Video Games
- article
- [Research Report] RR-7162, INRIA. 2009, pp.22
- Accès au texte intégral et bibtex
Curriculum Vitae
- Full resume (English, Canadian style) pdf .
- Nov. 2009 - Sept. 2011: Research engineer - ARTIS Team - Part of GARDEN project: foliage rendering and procedural generation of terrain with constraints
- Jan. 2008 - Nov. 2009: Research engineer - ARTIS Team - Part of GENAC project: global illumination for video game
- Sept. 2006 - 2008 : Software engineer - Amesys Conseil - Many projects at Corys TESS on transport simulators: subway, train, bus, military vehicle.
- Dec. 2005 - June 2006 : Research engineer - KSL Team, research institue ATR (Kyoto, Japan): Part ofE-Nightingale project.
- 2002 - 2005 : Engineer course at Polytech'Grenoble, RICM / Multimedia class
- 2000 - 2002 : Joseph Fourier University Bs in Math and computer science
Personal Area
A bit of Nostalgia: |
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» Retro Game Alpes, Wake-On-Lan community - which I belong to - regularly organizes Retrogaming events
(pinballs, old video game consoles and pc) gathering hundreds of passionate people and onlookers. |
A bit of Sport: |
» GièreS'calade, the funniest climbing club of Grenoble area » Les Tigres Grenoblois, Floorball club of Grenoble Grésivaudan |
A bit of Magic: |
» Dominique Duvivier, awesome French magician (close-up) » Le double Fond, his amazing showroom where he performs with his daughter |