Leading MPC Canada (Montreal, Vancouver) Rendering, Compositing and 3ddmp Software team
R&D Engineer
Hybride
April 2013 - January 2014
Responsible for the development of new tools build around Fabric Engine technology.
I designed and implemented Assembly, an application to load and instantiate Alembic data in a procedural way, directly from Softimage, Maya and Arnold.
I worked on the migration of the in-house deep compositing command line tool into an UI based application using C++, Python and KL languages.
I also helped on some productions (White House Down, Smurf2, ...) by building various scripts and custom ICE nodes.
R&D Engineer
Fabric Engine
September 2012 - March 2013
Montreal
I wrote a Particle-based Viscoelastic Fluid Simulation system (based on SimonClavet, Philippe Beaudoin, and Pierre Poulin paper).
I worked on the refactoring of Creation Platform geometry primitives to use the improved attribute system.
I did the refactoring of Creation Platform Timeline system (using a model-view-controller pattern).
Various enhancements of the node graph editor including better interactive node connexions and improved navigation system.
Refactoring of the Alembic and OBJ importers. Adding support for particles to Alembic importer/exporter.
Better integration with Softimage graphic sequencer.
I worked on CPFlora, a system for procedural plant generation, fixing bugs, adding features, and then doing support for its first use in production for an upcoming feature film.
Senior SW Engineer
Autodesk
March 2012 - August 2012
Montreal, Canada Area
Developer in the Maya team
Software Developer
Autodesk
April 2010 - March 2012
I designed and implement CrowdFX, a flexible and open framework to build any crowd simulations using ICE (including an advanced collision avoidance solver, animations blending system, kinematic constraints, state machine etc...).
I added the sub-frame sampling feature to the Evolve Op, the Softimage operator managing simulated data.
I worked on the Syflex for ICE by helping this third party to integrate their solver in a more procedural way.
I wrote 90% of ICE modeling native nodes and build all the compounds (like Mesh Extrusion from Strands, a basi
3D Technical Director
La Maison
March 2007 - April 2010
I worked on some high end commercials and feature films ( https://alamaison.fr/work_v2.html# )
As a lighting artist using Mental Ray, Mantra and beta testing Arnold, as a VFX TD using Softimage and Houdini and as a developer building plugins for Softimage and Houdini.
Freelance Cg artist
Vol2nuit
January 2003 - March 2007
Working on commercials from my little studio or on site for local clients.
Freelance Technical Director
PÏNKA Studio
November 2006 - February 2007
Lead character setup and lighting in the pre-production of the TV serie "La terre vue d'Alban" from Yann Arthus-Bertrand. Development of the animation asset system.
Freelance Cg artist |Technical Director
Antefilms Studio
May 2004 - October 2006
I worked as a lighter on Code Lyoko 2, then as TD/Cg artist on "The Fantastic Four" serie and then at the R&D departement on Code Lyoko 4 serie.