Under Construction...

 

Vous pouvez activer le blog via votre barre d'outils latérale.

Pour afficher votre blog, ajoutez un élément "affichage du blog" sur votre site, là où vous souhaitez qu'il apparaisse.

Work Experience

I had the opportuny to work in Industry, IT services and Research labs in the context of different fields such as computer graphics, space, aeronautics, energy, 3D geographical information system, scientific visualization, high performance computing, flight simulator, military, synthetic environment, research... My different roles were: intern, software engineer, graphics engineer, lead developer, R&D engineer, project technical manager.


CNRS (National Center for Scientific Research) - University of Strasbourg

2016-today

PhD Student in Computer Graphics

 

ICube laboratory (the Engineering science, computer science and imaging laboratory)

IGG group (Computer Graphics and Geometry)

 

Distinction: government PhD scholarship (academic merit) - 3 years funding/contract

 

Subject"Statistical and procedural representations for the control and scalability of material synthesis"

Work: texture synthesis [also:  texture analysis, material editing (SV-BRDF), procedural generation]
Targets: CGI, visual effects, video games
Technos: C++, OpenGL, Qt, CMake, UML, SVN

 

Other: PhD student representative


For my Master by Research internship, I decided to work on a difficult research topic related to industry, with lots of mathematics: denoising of stochatic realistic rendering (global illumination). 

AMD (Advanced Micro Devices)

2016: 6 months

R&D Intern in Computer Graphics

 

Collaboration between AMD, LIRIS (CNRS research lab, R3AM team) and Exalt3D (French AMD start-up)

 

Work: "Interactive/real-time denoising of realistic rendering"
Abstract: Rendering realistic images, based on Monte Carlo methods of numerical integration, is able to produce photorealistic images by simulating the physics of light transport. These probabilistic methods, mostly employed in the film industry and virtual prototyping, however, have the disadvantage of a slow convergence rate. The variance of their associated estimators translates as noise in the images. A good visual quality requires a high number of calculations and a very important rendering time. But there is always a residual noise; hence the need to apply filters to clean the images. Recent advances in the field of filtering are focused in the image space, to overcome the complexity of 3D scenes, but the process is still long. This work seeks to analyze how to apply these treatments in real-time, in a manner suited to graphics cards to take advantage of the performance of their massively parallel processors.

Keywords: ray-tracing, realistic rendering, Monte Carlo, filtering, noise, optimization, regression, kernel regression, GPU

 

Publication: "Post-Filtering of Realistic Rendering" (research report, slides presentation), source code

Technos: FireRays, OpenCL, OpenGL, C++, Qt, UML, CUDA, shadertoy, CMake, SVN, NSight, gDEBugger, GPU PerfStudio

 

 

Video:


I decided to work on low level graphics and state-of-the-art projects, therefore I apply for a job at INRIA, a national research institute strongly related to industry.

INRIA (National Institute for computer science and applied mathematics)

Maverick team: Models and Algorithms for Visualization and Rendering

2011-2015: 3 years - 7 months

R&D Engineer in Computer Graphics

Technos: C++, UML, CUDA, OpenGL, CMake, Qt, SVN, NSight, gDEBugger

 

GigaVoxels - GigaSpace

Roles: Lead developer, project technical manager

TODO... [publications, video...]

Abstract: GigaVoxels is a ray-guided out-of-core, on demand production, and smart caching library used for efficient 3D real-time visualization of highly large and detailed sparse volumetric scenes (SVO : Sparse Voxel Octree). GigaSpace is a full-customizable out-of-core, on demand production, and smart caching library based on user-defined hierachical arbitrary space partitionning, space & brick visitors, and brick producer using arbitrary data types. GigaVoxels and GigaSpace are indeed the same tool.

Keywords: C++, GLSL, Volume Rendering, GPU, Real-Time Rendering, Sparse Representation, NVIDIA CUDA, Voxels, Multi-scale space-partitioning dynamic tree structure, On-Demand data producer, Cache Management, Visitor function marching the data, Lazy Evaluation

 

Speaker / publications:

- GTC NVidia (GPU Technology Conference), March 2013, San Jose, California

- AFIG, Journées de l'Association Française d'Informatique Graphique, November 2012, Calais, France

 

RTIGE, Real-Time & Interactive Galaxy for Edutainment

GigaVoxels was funded by a 4-year research project with RSA Cosmos company for next-generation planetariums [ANR (French National Research Agency)]


Diginext is an IT services company whose one of its department is working on Visual Simulation & Virtual Reality. It's a subsidiary of CS (Communication & Systèmes). Actually, Diginext bought the Virtual Reality department of CS in 2011, where I used to work (see below).

Diginext

2010-2011: 1 year - 11 months

IT services company

Virtual Reality & Visual Simulation department

 

Roles: Software Engineer in Computer Graphics, Project Technical Manager in Computer Graphics

 

Technology watch: GPU Computing with CUDA

 

- Airbus

Work: virtual cockpit of flight simulator

Technos: C++, UML, Vertigo (3D real-time rendering SDK), Agile software development (daily scrum)

 

- CNES

National Centre for Space Studies

Collaboration: HPC department (High Performance Computing) of CS (Communication & Systems)

Work: software development to redesign an old software dedicated to spacecrafts conception and associated physics simulation. Technology watch and consulting to select a 3D real-time rendering engine. Develop a real-time rendering engine to replace previous technology.

Technos: C++, UML, OpenGL, VTK, Tcl/Tk, C, Linux.

Technology watch: OpenGL, Ogre, Irrlicht, OpenSG, OpeSceneGraph, VTK, ParaView, CUDA

 

- Cité de l'Espace

Theme park focused on space and the conquest of space.

Work: develop a software to display satellites orbiting around the Earth (real-time rendering)

Technos: C++, OpenGL, Qt, QtQuick, QML, JavaScript, VirtualGeo (3D real-time planet viewer SDK)

 

- CEA, Renault, HPC department (High Performance Computing) of CS (Communication & Systems)

Work: develop a 3D real-time visualizer for a software dedicated to cars numerical simulations

Technos: C++, OpenGL, VTK, ParaView, Qt


CS Communication & Systems is an IT services company whose one of its department is working on Visual Simulation & Virtual Reality.

CS (Communication et Systèmes)

2006-2009: 3 years - 10 months

IT services company

Virtual Reality & Visual Simulation department

 

Roles: Software Engineer in Computer Graphics, Project Technical Manager in Computer Graphics

 

Software Engineer in Computer Graphics

 

Project Technical Manager in Computer Graphics

quality, deadlines, technical response to call of tenders…

 

- IRSN (Radioprotection and Nuclear Safety Institute)

"cartX": mix of 3D real-time Geographical Information System & scientific visualization

=> used by the IRSN Crisis Technical Center and EDF for Safety and Nuclear Risk Management

 

Reference: "CartX: A Homeland Security application at the Convergence of Scientific Simulation and Virtual Reality" - Nouguier C., Bouvier E., Balet O., Duysens J., Isnard O., in Proceedings of the 9th US National Congress on Computational Mechanics, Berkeley, CA, 2007. - Best paper award

 

Technos: C++, UML, OpenGL, CMake, SVN, VTK, XML/XSL/XSLT,XSLFO, Qt, Qwt, GDAL, Geos, Vertigo (3D real-time rendering SDK), VirtualGeo (3D real-time planet viewer SDK), bug tracking

- CNES

National Centre for Space Studies

R&T project (Research and Technology)

Project: IMAGES (Multimodal Interfaces and 3D visualisation for Satellite Management and Control)

CollaborationCNES (National Centre for Space Studies), IRIT (research lab), CS (Communication & Systemes) 

 

TODO: explain project...

Work: develop a software prototype for...

Technos: C++, OpenSceneGraph


I had the opportunity to work for THALES Training & Simulation, a subsidiary of the Thales Group, providing flight simulators and synthetic environments. I learnt invaluable experience in industry such as quality, process, deliverables, bug tracking, team work, communication, rigor, international cooperation, deadlines...

THALES Training & Simulation

2005: 7 months

Visual Simulation Product team, R&D team

R&D Intern in Computer Graphics

 

Work: Visual effects SDK for THALES 3D real-time engine

Context: Enable THALES 3D artists to build visual effects in Maya while modeling assets for synthetic environment (simulators). Create a Maya plugin to manage and export effects in THALES 3D real-time engine. Create a SDK for real-time rendering using advanced C++ features (template, polymorphism, UML) [singleton, factory, etc...].

Based on articles: "Building a Million-Particle System" (by Lutz Latta), "Particle Systems A Technique for Modeling a Class of Fuzzy Objects" (Reeves, Lucasfilm Ltd).

Study possibilities of GPU Computing technology with OpenGL shaders (NVidia G80), study "Sh" metaprogramming language.

Deliverables: R&D report, source code

Technos: C++ (design pattern, template, polymorphism), UML, OpenGL, Cg, GLSL, Maya (C++ plugin, MEL), SVN

 

THALES Training & Simulation

2003-2004:

Flight simulator /  Virtual cockpit / Instructor team

- Software Engineer in Computer Graphics [1 month]

- Software Engineering Intern in Computer Graphics [1 year]

 

Work: Virtual cockpit of Tiger helicopter’s flight simulator

Technos: C++, C#, OpenGL, GL Studio, Photoshop, Clearcase, MantisBT (bug tracker)

 

Collaboration: with Airbus Helicopters, Rheinmetall Defence Electronics (Germany) and Australian teams


I had the opportunity to work in a international research lab environment. The team was working on image and video compression.

Télécom ParisTech (ENST)

Codage Video team - (Multimedia group, Signal an Image Processing department)

 

2001: 3 months

R&D Intern in Signal and Image processing

 

Work: Signal and Image processing for compression (adaptive wavelet filtering)

Assist a senior researcher working on Signal and Image processing for compression (adaptive wavelet filtering), based on article : "Building adaptive 2D wavelet decompositions by update lifting", and implements new filters and test/benchmark.

Deliverables: research report, source code

 

Technos: C, C++, Matlab


ENSEA internship was my first work in a research lab. The team was involved in neural networks applied to robotics (trajectory planification, computer vision, objects recognition, learning...).

ENSEA (Graduate School in Electrical & Computer Engineering and Telecommunications)

Neurocybernetic team

2000: 3 months

R&D Intern in Signal and Image processing

 

Work: Image processing for mobile robot (object recognition with artificial intelligence, neural networks)

Assist a PhD student working on neuronal model for objects recognition, study mechanisms of Preattentive Human Vision, study links with signal processing (with Gabor filters) and object recognition (with neural networks), implements filters and test/benchmark.

Deliverable: research report

Technos: C, C++, Matlab


SKF internship was my first work in industry related to R&D. SKF is a leading global technology provider, where I learnt rigor in my work.

SKF Equipements

R&D team

1999: 2 months

R&D Intern in Applied Physics

Work: Mechanical simulations to evaluate mechanical efforts on SKF hydraulic bolt tensioners

Technos: C, C++, Matlab