Maxime PERAULT

Render Programmer at UBISOFT IVORY TOWER

Villeurbanne, Auvergne-Rhône-Alpes, France

About

I made 2 engines by myself (Opengl GLSL, 3D, C++), I'm mostly convenient with C, C++ and C#. I did some games on UE4 and Unity with various composed teams or by myself and I'm actually working on a C++ cross-platform engine as a Render Programmer at Ubisoft Ivory Tower.

Experience

  • Render Programmer at UBISOFT IVORY TOWER
    Sep 2019 - Present · 6 yrs 11 mos

  • Render Programmer at Shine Research
    Apr 2019 - Aug 2019 · 5 mos

    5-months Internship. I worked on: The new shadows system (CSM, PCF, PCSS, orthographic projection slices which fit the view frustum slices, etc...). Graphics debugging layers. Engine optimization: Instanced rendering, draw calls, uniforms, semantics. Cross platform code writing: Effect, hlsl, glsl (D3D9, D3D11, Opengl3.3).

  • 3D Engine Student at Conservatoire National des Arts et Métiers
    Nov 2017 - Aug 2019 · 1 yr 10 mos

    After learning Computer Sciences, how the 3D works and what is a graphic pipeline at Epitech by doing an engine in C++ with OpenGL/GLSL by myself, I continued in this direction by making a new engine in C++ with OpenGL/GLSL and with the minecraft concept. Minecraft Engine Features (2018): ● Optimization of the world by doing hollow chunks. ● Lexer, parser, interpreter for the models (.obj) and the text (.fnt) to translate them into VAOS. ● Atlases, MipMapping, Anisotropic filtering. ● Procedural generation with trees and minerals depending of the altitude (3D perlin noise for the shape). ● ShadowMap which adapt itself in runtime to the view frustum (with PCF in the shader side). ● Infinite threaded generation of the chunks. 3D Engine Features with realistic water (2016): ● Exponential fog. ● Texturing of the terrain with tiling and blendmaping (A texture with a channel per texture to use). ● Realistic Water: reflection, refraction, fresnel effect, DuDvMap, NormalMap and DepthBuffer usage for the transparency on the edges. ● Models LODs. ● Sort of the models in runtime to draw in order the VAOS for the transparency and the LODs.

  • Tools and Web Development at 1001Pneus
    Apr 2017 - Jul 2017 · 4 mos

    Four-month internship of Web and Tools Development. I did: ● A new search engine to speed-up the support-team work. ● A tool which create a new container depending of the developer needs with everything ready to dev (php, bash, proxmox, debian). ● Setting up a RESTful search and analytics engine (ElasticSearch). ● Advanced training with git (branches, interactive rebase, git maintainer, commit norms).

  • Teacher at ISEG Group - IONIS Education Group France
    Oct 2016 - Dec 2016 · 3 mos

    Teacher for the ISEG School (100 students): ● Algorithms and logical operators ● Iterative functions ● Word, Excel, PowerPoint, Prezi