I am a french CS Student studying at ESIR and now UQAC, interested in computer graphics, rendering, simulation and image processing. I've been programming since I was 13, and I've been learning new tech, software and languages since then. I enjoy games, and organized two gamejams in my school with Léo-Paul HUAR, sponsored by Orange.
As of 2023, here are the projects I am most proud of :
- FFTWater : WIP Ocean simulation using Fourier transforms, missing the FFT part and using a GPU DFT.
- A XR volumetric video player based on Kevin Kwok's SplaTV video player using threejs, featuring VR controls for time, support for long videos, and scene descriptions to make the experience more interactive. Done as an internship project at B<>Com.
- ESIR_ProjetProg : Game coded for a course in 2 days with 3 friends, with a custom 2D OpenGL game engine made in 5 days by me and @emeraudia. The goal was to see if I could support a team of game devs by adding required features to the engine as quick as possible. By the end of the course, we had a fully functionnal engine with no memory leaks, working collision detection, scene loading, particles and 2D animations.
- GL_Ants : Recreation of an ant simulation in OpenGL. This taught me how to use the API, the concept of compute shaders, and how images and buffers are managed.
- GodotCPUOptimizedPlane : Godot 3/4 experiment to see if I could implement some sort of tesselation into Godot, which did not support it at the time. I managed to create a high detail and very large plane, all running at 60fps on a laptop with no dedicated GPU.
- ShellTexturing : Experimenting with shell texturing and fur, inspired by this video
- wei_app_api_v2 : AWS API created for managing challenges and teams for events in my school. It features automatic deployment through SAM.
- 2D (and maybe 3D) Radiance cascade implementation in unity.
- Implementing ghost of tsushima grass rendering technique in unity.
- Experiment more with vulkan to familiarize with the API.
- Implement deferred rendering in vulkan, GPU driven rendering, and/or GPU culling.
- Creating my own basic engine that uses a graph system to allow better customization of the rendering process.
- Teach people on 3D rendering.
FFTWater | GL_ANTS |
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ShellTexturing | GodotCPUOptimizedPlane |