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THOMAS DELIOT

thomasdeliot@gmail.com

Grenoble, France

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Research Engineer, Computer Graphics @Unity Technologies

  • Blog

  • Terrain Engine

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    [SIGGRAPH'21 Course] Experimenting with Concurrent Binary Trees for Large Scale Terrain Rendering
    Thomas Deliot, Jonathan Dupuy, Kees Rijnen and Xiaoling Yao
    • 10 août 2021
    • 1 Min

    [SIGGRAPH'21 Course] Experimenting with Concurrent Binary Trees for Large Scale Terrain Rendering

    I've had the pleasure of working on a presentation for the 2021edition of the Advances in Real-Time Rendering in Games course at...
    [Unity Blog] Real-time style transfer in Unity using deep neural networks
    Thomas Deliot, Florent Guinier and Kenneth Vanhoey
    • 25 nov. 2020
    • 1 Min

    [Unity Blog] Real-time style transfer in Unity using deep neural networks

    Here is something I've been working on for some time. Real-time style transfer in Unity using the new Barracuda inference engine, or how...
    Biquadratic interpolation with independent sample weights
    Thomas Deliot
    • 30 mars 2020
    • 5 Min

    Biquadratic interpolation with independent sample weights

    This thread on StackExchange asks a great question: why is quadratic interpolation so rarely used, especially in computer graphics ? Linear
    [Unity Blog] Procedural Stochastic Texturing in Unity
    Thomas Deliot and Eric Heitz
    • 14 févr. 2019
    • 1 Min

    [Unity Blog] Procedural Stochastic Texturing in Unity

    This post on the Unity Blog details our Unity implementation of the Procedural Stochastic Texturing algorithm published in GPU Zen 2 and...
    [GPU Zen 2] Procedural Stochastic Textures by Tiling and Blending
    Thomas Deliot and Eric Heitz
    • 8 oct. 2018
    • 1 Min

    [GPU Zen 2] Procedural Stochastic Textures by Tiling and Blending

    This chapter is the result of my internship's work on Eric Heitz and Fabrice Neyret's HPG 2018 publication High-Performance By-Example...
    OpenGL engine and PBR deferred pipeline with SSR/SSAO
    Thomas Deliot
    • 26 avr. 2018
    • 4 Min

    OpenGL engine and PBR deferred pipeline with SSR/SSAO

    This winter I had to implement simple versions of both SSR and SSAO post-effects in an OpenGL scene as an evaluation for a graphics...
    Adding real-time volumetric clouds to a 1:1 scale terrain
    Thomas Deliot
    • 4 juin 2017
    • 3 Min

    Adding real-time volumetric clouds to a 1:1 scale terrain

    A few months ago I had to choose a personnal project for this semester of my studies, so I decided to use this opportunity to start...
    Rendering dense and distant forests with ray-casting
    Thomas Deliot
    • 6 nov. 2016
    • 4 Min

    Rendering dense and distant forests with ray-casting

    I've been working for the past few months on a new rendering technique for the billboard vegetation cover of the terrain engine I'm...
    Terrain engine introduction
    Thomas Deliot
    • 30 août 2016
    • 1 Min

    Terrain engine introduction

    Since 2015 I have been working on a terrain engine project in Unity on which I've spent most of my free time, with the goal of having...
    Equilibrium (Android Game)
    Thomas Deliot
    • 30 août 2016
    • 1 Min

    Equilibrium (Android Game)

    Equilibrium is a mobile game I have worked on as a side-project with two friends, at Newhead Studio. It was released on the Google Play...

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