M. PORTIER Guillaume
Date of Birth:    1980.02.20
Nationality:        French
Tokyo, Japan


Objective:

        Developing next generation's graphical solutions using and sharing my experience and ideas as a CG engineer.

Work Experience:


        November 2004 - Present : Research and Development, Technical Consulting at KLab Inc. Tokyo, Japan.

            Design and Implementation of a fast OpenGLES library in C language optimized for low-end ARM processors.
            Main functionalities done: Project design, Transform&Lighting engine, Rasterizer, Clipper (homogeneous space),
            Shaders  (gouraud/flat shading, bilinear/point filtering on textures, fogging ...).

            Design and Implementation of the DoJa 2D Graphic library in C language supporting 16, 24 and 32bpp targets.
            The library has been heavily optimized for maximum speed on mobile phone and is currently
            used by 4 of the most important phone-makers in japan.
            Main functionalities done: Project design, Image primitives (blit, stretch blit...), fillPolygon.

            Consulting for mobile-phone, mainly on graphics subjects:
            Integration of OpenGLES with java.
            Research on graphical primitives to be included on next-generation mobile-phones.

        April 2002 - September 2004 : FX Graphics/Rendering Engineer at Coktel, Vivendi Universal Games. Paris, France.

            Design and implementation of the FX (special effects) library of the engine.
            Implementation of several FXs (particle system, shadows, material animations, light beams...).
            Integration of 3dsmax in the FXs creation's pipeline.

            Implementation of the collision's engine and integration with the physic engine.

Education:


        2002 - 2003 : Master, Image and sound studies. Universite Bordeaux I, France.
            Paper and research project:
                Non-photorealistic rendering of grayscaled strokes using an image-based algorithm .
                Image study / processing (edge detection, filters) and several optimizations
                were implied to produce the final ouput at real-time.

        2000 - 2002 : Bachelor/Master, Image synthesis. Universite Vincennes-Saint-Denis (Paris VIII), France.
            Project: Production of a game engine using:
                - a Direct3D rendering engine.
                - a customized 3ds max export for static and dynamic objects, enabling skinning, morphing, modifiers.
                - Collision detection (through an internal BSP format).

        1998 - 2000 : Degree in computer science, DUT. Rodez, France.

        1997 - 1998 : Baccalaureat S. Lycee Henri Rousseau, Laval, France.
            Equivalent to an A level in Science.

Skills:


        Programming:
            C/C++ (excellent skills), STL, asm x86/mmx (good skills), asm arm (basic level).
            Direct3D (HLSL, asm), OpenGL, OpenGLES, 3DSMax SDK, Maya SDK, MFC.
            Renderware Graphics / Renderware Studio.
            Software rendering (2d/3d rendering, realtime effects, blurs, filters, texture generation).

        Computer graphics:
            3DSMax, Maya.
            Photoshop.

        Languages:
            French (native level).
            English (advanced level).
            Japanese (intermediate level).