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- linkedin.com/in/jhumbert
- viadeo.com/en/profile/jeromehumbert
- @djeedai
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