Arnaud Schoentgen

Arnaud Schoentgen

Computer Graphics Research and Development

Ubisoft La Forge

Biography

I am a computer graphics researcher at Ubisoft La Forge (Montréal). My research focuses on investigating new techniques to improve the creation of digital environments for our games and provide more believable worlds to our players. At La Forge, I am specialized in physics-based animation and procedural generation.

I hold a Ph.D. in Computer Science from both the Université de Montréal (LIGUM laboratory) and the 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

  • 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

 
 
 
 
 

Computer Graphics Research & Development

Ubisoft La Forge

Sep 2021 – Present Montréal

  • Investigate advanced algorithms to generate more believable virtual worlds and create more unique gaming experiences
  • Explore new techniques to assist artists in the digital content creation
  • Develop MPVs to validate the research we are conducting
  • Stay up-to-date with new research in graphics, and attuned to the needs of Ubisoft’s productions
 
 
 
 
 

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 volumetric clouds on the GPU

Real-time body hair model on the GPU

Cadomus project (Place de la République)

Virtual model of ancient Rome