I'm Sylvain Vignaud, and I'm a programmer working on real time 3D application such as video games and simulators.
I love pushing the limits of what's possible, optimizing as much as possible and doing effects no one has done before.

I've taught myself to program on Apple ][ and on PC since the 80ies, and I started programming 2D graphics in assembly since 1993, 3d software renderers in 1997 and GPU accelerated software in 2001.
I worked on several games from the Star Wars, Prince of Persia, Your Shape Fitness Evolved licenses; and from now on the next BioWare games.

Here's the list of video games I worked on, ranging from strategy to management and platform/action, running on handheld, salon consoles and PC.
I now work at Google

My resume.
Conformal Foveated Rendering: a foveation method assigning pixels to the final image with a variable density (more in the acute area). Publication

Standard foveated rendering on the left, C-FR on the right:

Temporal Anti-Aliasing

Fast 3D Metaballs on GPU

My implementation of Crytek's Massive Lighting
.

Per vertex pseudo global illumination in real time on CPU
.

Complex and animated realtime shadows on Nintendo DS
.

Soft shadows on TNT/TNT2/Geforce2's fixed pipeline
.


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email : Sly