Cyril Briquet
About me
Currently : In position as a Gameplay Programmer at Ubisoft.
Past experiences include :
PhD (not defended, draft available on demand) student under the supervision of Christophe Renaud at LISIC (Calais - France). Research Subject : Flame-based lighting for virtual heritage. Teaching : Computer Graphics and c++ to Bsc Computer Science students.
R&D engineer under the supervision of Eric Galin at LIRIS (Lyon - France). Subject : procedural terrain generation on GPU.
R&D engineer under the supervision of Gilles Gesquière at LIRIS (Lyon - France). Subject : offline processing on the 3D data of the city of Lyon.
Studying a MSc in game programming and development at Gamagora (Lyon 2 University - France)
Professional Projects
Flame-based lighting for virtual heritage
During my PhD I worked on the problematic of lighting a scene using only flames as light sources. I used Path Tracing and Bidirectional Path Tracing algorithm in PBRT. Here is an example of what the Notre-Dame bridge in paris could look like in the 18th century :
I also worked on the optimisation of rendering image sequences where scenes are lit using only flames using path reusing in Path Tracing and Bidirectionnal Path Tracing. The left video is rendered in 23h, the one on the right in 3.1h :
Terrain Modeling from Feature Primitives On GPU
Wavelength
Wavelength is a game created in 3 months at the end of my master year. This project was presented in front of 400 people 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 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.
Casse Diamants
Casse Diamants is a breakout style game with 2D gameplay and 3D graphics. It was developed for a programming test during the recruitment process for a job at CerebralFix.
Features :
Real Time breakout style game.
Language and API : C++ , Unreal Engine
Windows compatible
Source : https://bitbucket.org/RariumUnlimited/unreal-programming-test/
Hobby Projects
Chrononomicon
Chrononomicon is a prototype developed using Unity. It is currently a minimalist top-down 2D shooter.
Source : https://gitlab.com/RariumUnlimited/chrononomicon
Download the game : Chrononomicon.zip
Video recorded on 17/02/2020, it may not represent the current state of the game (lastest build dated from 12/03/2020)
Game controls : ZQSD to move, Left click to shoot, Mouse wheel to change weapon.
Rarium 3D
Rarium 3D is a basic 3D mesh renderer.
Features :
Ui display with widgets : buttons, images, static and dynamic texts
3D Rendering using OpenGL 4+ Core (with GL_NV_gpu_shader5 and GL_ARB_bindless_texture)
Phong reflection model, Shadow Mapping, MSAA.
Windows and Linux compatible
Source : https://gitlab.com/RariumUnlimited/rarium3d
Drawing
Drawing is a compilation of computer graphics or mathematical subjects that I find visually interesting.
Features :
Voronoï, Mandelbrot and Julia fractal, Koch snowflake, multiplication circle
Language and API : C++ 11, SFML, OpenMP
Windows and Linux compatible
Source : https://gitlab.com/RariumUnlimited/drawing
Chococroco
Chococroco is a small 2D game prototype meant to try a new development approach, everything done during development was commented in a live-blog (the Gitlab wiki)
Features :
Tile-based 2D game, asteroid mining, base building.
Language and API : C++ 11, SFML, Gitlab CI
Windows and Linux compatible
Source : https://gitlab.com/RariumUnlimited/chococroco
Elemental Capture
Elemental Capture is a board game where you play against an IA and have to capture tiles to get the most elements
Features :
Turn by turn board game against a Monte-Carlo IA
Language and API : C++ , SFML
Windows and Linux compatible