Arnaud Schoentgen

Arnaud Schoentgen

R&D Scientist

Ubisoft La Forge

Biography

I am a Research and Development Scientist at Ubisoft La Forge. Ubisoft La Forge (i.e., Ubisoft R&D lab) brings experts from both the industry and academic sector to bridge the gap between theoretical research and game-making process, while contributing to solving real-world problems through scientific publications. At La Forge, I investigate new methods to enhance our virtual worlds with plausible, interactive, and art-directable physics / FX.

Prior to joining Ubisoft, I was a PhD candidate in Computer Science in both Université de Montréal ( LIGUM laboratory) and Université de Poitiers ( XLIM laboratory), where my advisors were Pr. Pierre Poulin and Pr. Philippe Meseure. My past experiences include natural phenomenon modeling, physics-based animation and procedural generation. In general, I have a broader interest in real-time graphics and artistic control.

Interests

  • 3D Computer Graphics
  • Physics-Based Animation
  • Fluid Simulation
  • Procedural Generation
  • Artistic Control

Education

  • Ph.D. in Computer Science, 2021

    Université de Montréal / Université de Poitiers

  • MAE, General Management, 2016

    Institut d'Administration des Entreprises de Caen

  • M.Sc. in Computer Science, 2016

    Ecole Nationale Supérieure d'Ingénieurs de Caen

Experience

 
 
 
 
 

Research And Development Scientist

Ubisoft La Forge

Dec 2023 – Present Montréal

• Define and develop research within the field of natural phenomenon modeling and physics-based animation.
• Collaborate with team members and game production teams to develop new algorithms to generate more believable worlds, and to improve our content creation pipelines.
• Stay up to date with the latest research in graphics and attuned to the needs of Ubisoft’s productions.
 
 
 
 
 

Research And Development Engineer

Ubisoft La Forge

Sep 2021 – Dec 2023 Montréal

• Build prototypes and turn them into minimal viable products for game development teams.
• Validate research conducted in the team via technical prototyping.
• Explore new techniques to assist artists in the digital content creation and to create more interactive worlds.
 
 
 
 
 

Ph.D. in Computer Science

Université de Montréal

Sep 2016 – Nov 2021 Montréal

• Thesis proposal: “Tools for Fluid Control in Computer Graphics”
• Investigating new ways of performing efficient and intuitive art-direction over smoke and liquid numerical simulations
• Teaching Assistant for Computer Graphics course (Fall 2017, Fall 2018 and Winter 2020)
• Reviewer for the Computer Graphics Forum journal and Pacific Graphics
 
 
 
 
 

Computer Graphics Research Intern

Technicolor

Mar 2016 – Aug 2016 Rennes

• Implementation of a real-time sky system for VFX / animation productions
• Procedural modelling of animated volumetric clouds
• Rendering depending on user-defined parameters (weather, time of the day, etc.)
 
 
 
 
 

Computer Graphics Research Intern

Université de Montréal

May 2015 – Jul 2015 Montréal

• Implementation of a real-time generation and rendering system of body hair
• C++ / OpenGL / GLSL
 
 
 
 
 

3D Computer Graphics Designer

CIREVE, Université de Caen

Apr 2015 – Aug 2015 Caen

• Creation of buildings of 1944 Caen as part of the VR Cadomus project
• Performed on the basis of historical documents (photographs, postal cards, ...)
• 3DsMax 2010 / Photoshop
 
 
 
 
 

3D CG Modeling / Scripting Intern

CIREVE, Université de Caen

Jul 2014 – Aug 2014 Caen

• Creation of a Second World War city decor as part of the VR Cadomus project
• Creation of Ancient Roman artifacts for VR purpose
• Performed on the basis of historical documents (photographs, archaeological records, ...)
• 3DsMax 2010 / Photoshop / Mental Ray

Publications

Projects

Template-based liquid simulation control

Real-time procedural modeling and rendering of volumetric clouds

Real-time generation and rendering of body hair

Cadomus project (Place de la République)

Virtual model of ancient Rome