Olivier Maury

In a team of four, designed a pipeline for a full length computer generated movie. The pipeline includes asset ... Rewrote and integrated the image processing legacy code and scripts in the Shake pipeline. ... Familiar with Python, Perl and Csh.
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Olivier Maury 46, rue Custine 75018 Paris France

home: +33.(0)1.44.54.97.23 [email protected] U.S. and French Citizenships

Computer Graphics Software Engineer / Effects Developer ____ Professional Experience______________________________________________________________ MacGuff Ligne Research and development staff

11/04 - Present Paris, France

Contributed to L’Odyssée de la Vie and Azur et Asmar. •





Maintaining and extending inhouse software, primarily a global illumination raytracer and a nodebased compositing package: - Implementing a reyes based primary ray handler for polygonal meshes and subdivision surfaces. - Led the nodal architecture design and implementation of the next inhouse compositing software. - In a team of four, designed a pipeline for a full length computer generated movie. The pipeline includes asset creation, management, and validation systems. - Wrote a post-process depth of field tool that models bokeh effects. Supporting production: - Developed a subsurface scattering shader based on 2d irradiance maps. - Wrote the inhouse ambient occlusion shader. - Writing particle expressions, technical scene setups and project specific shaders. Supervising: - For six months, managed an intern who developed a volume rendering toolkit, leading to her hire. - Supervising a junior developer working on high dynamic range rendering techniques.

ESC Entertainment Research and development consultant • •

05/04 - 07/04 Paris, France

Prototyped an interactive cloud renderer using hardware acceleration techniques. Implemented a turbulent wind field generator based on spectral synthesis.

ESC Entertainment Research and development staff / Effects developer

04/01 - 03/04 Alameda, CA

Contributed to Matrix Reloaded, Matrix Revolutions and The Ladykillers. •



Developed a fluid dynamics toolset based on the Navier-Stokes equations for incompressible fluids. This toolset includes: - A 3d engine using a Preconditioned Conjugate Gradient for the Poisson solver. - A 2d engine using a Fast Fourier Transform for the projection step. - A graphical user interface, integrated in Maya, that manages the obstacles, sources and cache files. - A volume shader using the velocity field to deform a procedural noise. These tools were used for: - The fire tsunami chasing Neo in the hallway of an office building in Reloaded.  Led the fire look development and implementation of the rendering solution.  Collaborated with a technical animator to shape the fire choreography. - The energy water bubbles created when Neo and Smith collide in Revolutions.  Established the bubble surface look in pair with an effects technical director.  Wrote the bubble surface shader and the bubble burst expressions. Implemented a raymarching volume shader that utilizes a self-shadowing algorithm adapted from the deep shadow map technique. This shader was used for: - The truck crash explosion in Reloaded, which received the Visual Effects Society’s “Best Single Visual Effect of the Year in any Medium” award for 2003.  Developed the look of the smoke and fire in collaboration with the sequence supervisor.  Wrote particle expressions to model the explosion dynamics. - The clouds through which Neo flies and deforms in Reloaded.  Established the cloud look in pair with an effects technical director. - The dust and water vapor generated when Neo and Smith crash into the ground in Revolutions.



• • •

- The missile trails and smoke plumes during the siege of Zion in Revolutions. - The cloudy outer layer of the giant water bubbles in Revolutions. Developed a particle renderer designed to handle hundreds of millions of self-shadowed particles. This renderer was used for: - The shattered glass cloud in front of which Neo flies in Reloaded. - The dust cloud generated by the block of concrete that Neo pulls from the ground in Reloaded. Wrote the inhouse post-process motion blur tool, employed on nearly all delivered shots. Wrote a water surface volume shader where the displacement and bump are implicitly defined and filtered according to the projected pixel size. This shader was used for all river shots in Ladykillers. Designed and implemented a procedural animation algorithm for cloth wrinkles.

Manex Visual Effects Research and development staff •

01/01 - 03/01 Alameda, CA

Researched explosion dynamics using the Navier-Stokes equations for compressible fluids.

Xaos Inc Lead developer •



05/98 - 12/00 San Francisco, CA

Headed the R&D effort and maintained inhouse tools. - Implemented a cloth simulator based on an implicit integration scheme, including a hierarchical algorithm to handle self-collisions. - Developed the inhouse particle system, featuring a multithreaded engine and flexible tools to model particle emitters, sculpt force fields and handle interactions with static or moving geometry. - Rewrote and integrated the image processing legacy code and scripts in the Shake pipeline. - Implemented a distortion correction tool for the Omnimax projection system. Supported production: - Wrote shaders and procedural modeling/animation scripts. - Advised technical bids and breakdowns. - Trained animators to use inhouse software and advanced techniques.

Arscimed / Animation Science (Softimage | 3D Particle engine) Core developer • • •

10/95 - 04/98 Paris, France / Sunnyvale, CA

Led the design and development of Outburst, a particle system plugin for 3D Studio MAX. Implemented a bi-directional path tracing rendering engine. Maintained and optimized the inhouse particle system library.

____Technical Skills_____________________________________________________________________ Software:

Maya, Shake, Mental Ray, PRMan and Photoshop.

API:

Maya API, Shake SDK, Mental Ray, PRMan SL, OpenGL, Cg and Win32.

Development:

Languages: Expert in C, C++ and Mel. Familiar with Python, Perl and Csh. Tools: KDevelop and Microsoft Visual C++.NET.

OS:

Linux (SUSE) and Windows 2000/NT.

____Education__________________________________________________________________________ Siggraph 1997-2005 attendee. 1994-96:

MS Computer Science - Computer Graphics & Image Processing. Thesis: Radiosity and its latest developments. Ingénieur Télécom Paris - E.N.S.T.

1994-96:

MS Theoretical Physics. Magistère de Physique Fondamentale - Faculté d'Orsay (Paris XI).

1990-94:

BS Theoretical Physics. Maitrise de Physique Fondamentale - Faculté d'Orsay (Paris XI).

____ References available upon request _____________________________________________________