I am currently a Senior 3D Programmer at Ubisoft Toronto , focused on real-time rendering and GPU performance for a large AAA title. Here, I mostly write about my hobby projects and topics related to computer graphics. More about me.

Face Editing Using Part-Based Optimization of the Latent Space (Eurographics 2023)
Our Eurographics 2023 paper in Computer Graphics Forum: interactive 3D face editing with a part-based variational autoencoder, written with La Forge at Ubisoft Montreal.

Software Path Tracing on GPU
A GPU path tracer in DirectX 12 and Vulkan compute, based on Ray Tracing in One Weekend, with physically-based atmospheric scattering. Source code included.

Real-time Fluid Simulation on GPU
A real-time SPH fluid simulation running on GPU compute shaders in DirectX 12 and Vulkan, with videos and source code.

Adding Temporal Anti-Aliasing and God Rays to Mithra
Implementing Unreal Engine 4 style temporal anti-aliasing (TAA) in Mithra, and using it with blue noise to get cheap, smooth ray-marched god rays.

Implementing and Optimizing a Motion Blur Effect
How to implement and optimize a per-object motion blur effect on the GPU with a velocity buffer and tile-max reconstruction, with source code and timings.

Mithra Graphics Renderer
Mithra, my physically-based OpenGL and C++ renderer: image-based lighting, shadow mapping with tight projection and other modern rendering techniques.