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Welcome to my portfolio

Hello, my name is Jerome Humbert and I code for fun since I am 7 years old, and more recently for profit too. I have a formation in engineering and professional experiences in various areas including website development, scientific research, 3D modeling tools, or games. read more...

SAMPLE WORKS

Chroma-Magnon

Development of a 2D platform game during the Global Game Jam 2014 in Seoul (48 hours). GGJ page Play (web)

Language
C# / Unity3D
Platform
Multiplatform (Unity3D)
Team
3 developers, 2 artists, 1 game designer
Contribution
Character controller and game physics for a round world, some game logics, builds

GPU skinning of 3D model

Skeletal animation of a 3D model using a GPU-based skinning algorithm, transforming the model bind pose into the correct animation pose using a GLSL geometry shader.

GPU-based particle engine

Improvement of my original particle engine to benefit from full GPU update and reduce CPU–GPU bandwidth usage. The screenshot on the left is an array of 256 fires using 64k particles running in real-time.

Language
C++ / OpenGL / GLSL
Platform
Multi-platform (using GLFW)
Results
Transposition of the particle spawn and motion integration algorithms from CPU to GPU

Deferred renderer

Prototype of deferred renderer with shadow mapping, tested on the Sponza Atrium scene by Crytek and the Stanford dragon model.

Language
C++ / OpenGL / GLSL
Platform
Multi-platform (GLFW), Linux / Windows (native)
Results
Creation of a Wavefront OBJ importer for 3D assets, successful implementation of the deferred rendering and cascade shadow mapping algorithms

Heartfelt

Development of an iPhone game during the Global Game Jam 2013 in Seoul (48 hours).

Language
Objective-C / C++ (Cocos2d-X framework)
Platform
iPhone & iPad (including Retina)
Team
3 developers / 12 members
Contribution
General game architecture, scene transitions, touch integration, final app building

Particle engine

Prototype of particle engine for my demo game VIWS.

Language
C++ / OpenGL / GLSL
Platform
Multi-platform (using GLFW)
Results
Design of the engine and implementation

Competences

  • Fluent in C/C++ and OpenGL
  • Strong mathematical background
  • Experience in many fields (research, engineering, web, games, ...) and languages
  • Curious about technologies, avid learner
  • Open minded, international experiences

Resume

Please contact me for an up-to-date resume.

Fields of interest

  • Physics

    • structural dynamics
    • game physics
    • finite elements
  • Graphics

    • GPU shaders
    • hardware skinning
    • OpenGL
    • color theory
    • raytracing
    • global illumination
  • Framework design

    • multithreading
    • resource management
    • memory allocators
    • atomic operations
    • caching