Summary
Overview
Work History
Education
Skills
Certification
Work Availability
Quote
Timeline
Publications
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Florent Guinier

Graphics And ML Research Engineer
Copenhagen

Summary

Have been in the industry 20+ years. Rendering, GPGPU and Deep Learning are passions. Team player. Learning and sharing are DNA.

Overview

24
24
years of professional experience
3
3
Certificates

Work History

Senior Research Engineer

Epic Games
08.2022 - Current
  • Part of NNE (Neural Network Engine) team.
  • API Design, scalable architecture. High performance on Consoles and Desktops
  • Owner of NNE HLSL runtime and NNE test framework
  • Conduct research and drive initiatives combining ML and Rendering.

=> Unreal Engine / C++ / Python / HLSL,PSSL / Consoles with focus on PS5, Desktop / ML Research

Senior Machine Learning Engineer

Unity
08.2019 - 07.2022
  • Working at then leading Barracuda team: Unity Machine Learning inference engine.
  • Software Design/Scalable architecture & test
  • High performance on all platforms (Mobile/Consoles/Desktops)
  • Team management, hiring, product roadmap

=> Unity / C# / HLSL,PSSL / Consoles with focus on PS4, Desktop / Team management

Graphics Programmer

Unity
Copenhagen
09.2015 - 07.2019
  • Global illumination (main-dev on GPU lightmapper & mixed lighting).
  • Realtime graphics (backend, post-effect, shadows).
  • Architecture/engineering
  • Raytracing/Global illumination

=> C#,C,C++ / HLSL,PSSL,OpenCL / Mobiles,Consoles,Desktop

Graphics Programmer

Ubisoft
11.2012 - 09.2015
  • Game productions: Blob, ShapeUp, Watch_Dogs PC and Rainbow Six: Siege.
  • Communication and optimization with IHVs

=> C,C++ / HLSL,PSSL / Xbox One, PS4 and Desktop

Graphics Engine Programmer

Ubisoft
11.2009 - 11.2012
  • ONNX game engine. Rendering team programmer then team lead.
  • Post fx, shadow, static lighting, Global illumination.
  • Team management, coaching, hiring

=> C,C++ / HLSL,PSSL / Consoles (Xbox 360, PS3, Wii, WiiU, 3DS, PSP) / Team management

Graphics Programmer

Ubisoft
07.2009 - 10.2009
  • Bootstrap an undisclosed game project
  • Fluid simulation, Kinnect
  • Team ramp up/hiring.

=> C,C++ / Xbox 360 / Kinnect

Engine Programmer

Ubisoft
09.2008 - 06.2009
  • Animation/physics programmer on Jade engine for two game productions: Rabbids go home and Red Steel 2.

=> C,C++ / Wii console

Graphics Programmer

Ubisoft
07.2007 - 07.2008
  • DogZ game production: Post FX, particles system, optimization, animation & support to other programmers

=> C,C++ / Wii console

Support Engineer

eServGlobal
01.2001 - 01.2006
  • 24/7 international tech support for mobile phone solution companies
  • In charge of South-America customers
  • Dev on customer care software

=> Java,C / Linux

Education

Physically Based Rendering And Material Appearance -

DTU - Technical University of Denmark
Copenhagen, Denmark
06.2018 - 2018.07

2nd Cycle: Video Game Programming -

Sherbrooke University
Montreal, Canada
06.2006 - 2007.06

Master of Science - Computer Software

EFREI
Paris, France
09.1996 - 2001.06

Skills

Deep Learning

Certification

Deep Learning Specialization - Coursera

Work Availability

monday
tuesday
wednesday
thursday
friday
saturday
sunday
morning
afternoon
evening
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Quote

There is a powerful driving force inside every human being that, once unleashed, can make any vision, dream, or desire a reality.
Tony Robbins

Timeline

Senior Research Engineer

Epic Games
08.2022 - Current

Computer Vision Nanodegree - Udacity

11-2019

TensorFlow in Practice Specialization - Coursera

09-2019

Senior Machine Learning Engineer

Unity
08.2019 - 07.2022

Deep Learning Specialization - Coursera

06-2019

Physically Based Rendering And Material Appearance -

DTU - Technical University of Denmark
06.2018 - 2018.07

Graphics Programmer

Unity
09.2015 - 07.2019

Graphics Programmer

Ubisoft
11.2012 - 09.2015

Graphics Engine Programmer

Ubisoft
11.2009 - 11.2012

Graphics Programmer

Ubisoft
07.2009 - 10.2009

Engine Programmer

Ubisoft
09.2008 - 06.2009

Graphics Programmer

Ubisoft
07.2007 - 07.2008

2nd Cycle: Video Game Programming -

Sherbrooke University
06.2006 - 2007.06

Support Engineer

eServGlobal
01.2001 - 01.2006

Master of Science - Computer Software

EFREI
09.1996 - 2001.06

Publications


Practical Machine Learning for Rendering: From Research to Deployment Siggraph course - Aug 2021

https://s2021.siggraph.org/presentation/?id=gensub_224&sess=sess182
Real-time style transfer in Unity using deep neural networks Blog post - Nov 2020

https://blog.unity.com/technology/real-time-style-transfer-in-unity-using-deep-neural-networks.
Unity GPU Lightmapper: A Technical Deep Dive Blog post - May 2020

https://blog.unity.com/technology/gpu-lightmapper-a-technical-deep-dive

Florent GuinierGraphics And ML Research Engineer