Thomas Delame

Thomas delame

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location of Thomas DelameStrasbourg, Grand Est, France
Followers of Thomas Delame170 followers
  • Timeline

  • About me

    Senior Programmer on Twinmotion at Epic Games

  • Education

    • University of burgundy

      2010 - 2014
      Doctor of philosophy (ph.d.) computer graphics

      Memoir titled "Meso-Skeletons: Skeletons for Intuitive and Direct Interactions with 3D Shapes"

    • Burgundy university

      2010 - 2013
      Master administration des entreprises
    • Lycée george clémenceau

      2005 - 2007
      Préparation aux grandes écoles mathematics & physics
    • Ecole nationale supérieure d'informatique et de mathématiques appliquées de grenoble / ensimag

      2007 - 2010
      Engineer's degree information technology
    • Ecole nationale supérieure d'informatique et de mathématiques appliquées de grenoble

      2009 - 2010
      Master's degree graphics, vision and robotic master of science

      Memoir entitled "Intuitive Deformations: an Iterative Creation by Gestures"

  • Experience

    • Inria grenoble

      Feb 2010 - Sept 2010
      Master student
    • Burgundy university

      Sept 2010 - Aug 2014

      Mes recherches sont sur l'application des squelettes pour permettre de modéliser et d'interagir de façon naturelle avec des formes en trois dimensions. En particulier, je propose des solutions pour habiller un squelette (construire un maillage capturant l'apparence d'une forme décrite par le squelette), pour le nettoyer de son bruit, et pour construire une organisation utile de ses éléments. Cette organisation du squelette le rend apte à être utilisé pour la segmentation, l'animation, la déformation, la simplification et la création intuitive de formes 3D.Cours magistraux, travaux dirigés et travaux pratiques à monter et animer au sein de deux formations :- licence professionnelle Gestion de Système Informatique en Entreprise- ingénieur en génie industriel en partenariat avec l'ITII Bourgogne. Show less During my PhD, I decided to work on intuitive shape interaction with 3D shapes. In particular, I focused on shape visualization, creation, segmentation, animation, deformation and animation. I proposed to use the median surface as a basis to build a shape representation and shape interaction structure for the general public. The key idea was to take advantage of the intuitive potential of skeletal representations.The main difficulty was to perform required operations, like visualization, denoising and hierarchization, using the median surface only while all existing solutions need to know both the median surface and the another shape descriptor. I solved this issue using computational geometry to build a set of tools to process, analyze and enhance an input median surface in order to build the meso-skeleton, a hierarchical structure that describes the shape and can control all its characteristic parts. Show less

      • PhD - Teaching Assistant

        Oct 2013 - Aug 2014
      • Computer Graphics PhD Student

        Sept 2010 - Aug 2014
    • Inria

      Oct 2014 - Sept 2016
      Postdoctoral fellow

      Apart from my researches on intuitive and direct interactions with 3D shapes, I had both administrative and teaching responsibilities. Indeed, I was in charge of the valorization and referencing of scientific publications, as well as helping to write report for a project funded by the European Union. Among my teaching activities, I created a set of practical lessons in 3D Computer Graphics, supervised a final year project in Computer Graphics as well as many specialty projects in the same field. Show less

    • Mercenaries engineering

      Dec 2016 - Mar 2021
      3d r&d engineer on rumba

      I work on Rumba, a 3D animation software- developped multithreaded synchronous evaluation engine, task graph is optimized and reused for real-time scene update during interaction, added different levels of caching, fast invalidation and constant/varying analyses, multi-frame editing- developped multithreaded background evaluation engine, with efficient and parallel task graph construction, quickly stopped on invalidation, relaunched when interaction is over, progressive caching- improved and extended rendering engine, with parallel render graph construction and evaluation, multi-frame rendering such as motion trails and onion skins, automatic redraw on render graph invalidation- profiled and optimized interaction, rendering, evaluation, caching, playback, playblast, export and deserialization processes; optimized memory usage- designed portable and multi-platform building and testing processes; created Windows and Linux packaging process- added reflexion, serialization/deserialization, and python bindings by specifying metadata once- added audio engine module, rig compilation and protection Show less

    • Epic games

      Mar 2021 - now
      • Senior Programmer

        Jun 2023 - now
      • Software Engineer

        Mar 2021 - Jun 2023
  • Licenses & Certifications

    • Qualification aux fonctions de maître de conférence

      Conseil national des université
      Jan 2015