2009-2010. Project lead.
Held in collaboration with Moving Picture Company (London) to accelerate production quality renderings. Developed and transferred Volumetric Shadow Mapping algorithm for Film production rendering. Implemented in OpenGL for previz and Renderman for production. Integrated in MPC shader Core 3. Accelerated by 10 the rendering time of participating media wrt Renderman default scheme. Used in GI Joe Rise of the Cobra for underwater and ice scenes and other film sequences produced by MPC including atmospheric effects (Clash of the titans, etc.).
Later enhanced the solution to clouds and volcanoe smoke rendering. The upgrade was integrated in MPC shader Core 4. Used for several film sequences produced by MPC that required atmospheric, clouds and smoke effects (Harry Potter, Wrath of the titans, etc.).
2011-2012. Project lead.
In collaboration with Moving Picture Company (London). Collaboration with MPC teams in order to define how 3DCast technologies such as out-of-core rendering of large assets could be integrated in their workflow in order to perform the real time pre-viz for their massive visual effects production. Objective was to enhance the artists productivity and reduce costs by preventing the use of software licences on their render farm to process non interactive time consuming pre-viz renderings.