Cyril Briquet

About me

I am currently a Ph.D student at LISIC (Calais - France), my research subject is Flame-based lighting for virtual heritage, I am supervised by Christophe Renaud.

I previously worked at LIRIS (Lyon - France) twice. One time under the supervision of Eric Galin on procedural terrain generation on GPU and the other time with Gilles Gesquière on offline processing on the 3D data of the city of Lyon.

Before starting my Ph.D, I obtained a MSc in game programming and development at Gamagora (Université Lyon 2 - France).


Terrain Modeling from Feature Primitives On GPU


Wavelength is a game created in 3 months at the end of my master year. This project was presented in front of 400 peoples at the Gamagora Game Show 2014 in Lyon (France).

We were a team composed of 2 programmers, 7 Level designers and 6 3D graphic artists. The game engine used was UDK and we also built binary for use with the Oculus Rift DK1.


Wavelength is a survival horror FPS. The player is a soldier who has to have fight an enemy that can only be seen only with a specific device at a given visual frequency.


My part in the project was Core feature and AI programming

View Website

Rarium Engine Prototype

Rarium is a real time 3D engine that I have developed as a hobby. 

It is developed for desktop application and use OpenGL 4.4 Core profile. It features basic mesh rendering and lighting using Spot Light.

Since this prototype I am re-developing the Rarium engine from scratch, I will be updating this site once I will have made significant progress on it.


About the video :

 - 450 asteroids (15 different models and 30 materials)

 - 2 Dynamic spotlights.