Jean-Philippe Guertin

Jean-Philippe Guertin

Graphics Researcher

Ubisoft Montréal — La Forge

About Me

Hi! I am a graphics researcher at Ubisoft Montréal La Forge. A PhD graduate in computer graphics at the Laboratoire d’informatique graphique of the Université de Montréal (LIGUM) my research interests include real-time rendering, light transport, graphics hardware, distribution effects, and virtual reality. I have previously conducted research in collaboration with Autodesk, Pixar, Meta Reality Labs and Ubisoft.

Interested in working with us at La Forge? Reach out to me on LinkedIn or by email!

Interests
  • Real-time Rendering
  • Light Transport
  • Graphics Hardware
Education
  • PhD in Computer Science, 2021

    Université de Montréal

  • MSc in Computer Science, 2015

    Université de Montréal

  • BSc in Computer Science, 2012

    Université de Montréal

Experience

 
 
 
 
 
Graphics Researcher
Dec 2019 – Present Montréal, QC

Responsibilities include:

  • Investigating groundbreaking new algorithms in computer graphics
  • Interacting with key production staff to align research goals
  • Assisting various research projects to completion
 
 
 
 
 
Research Intern
Aug 2017 – Dec 2017 Redmond, WA

Responsibilities include:

  • Researching distribution effects towards applications in perception science
  • Integrating software algorithms with hardware requirements
  • Creating demos and prototypes in commercial engines
 
 
 
 
 
Research Intern
May 2015 – Aug 2015 San Francisco, CA

Responsibilities include:

  • Researching appearance filtering and optimization
  • Integrating algorithm into large commercial offline renderer
 
 
 
 
 
Research Intern
May 2014 – Sep 2015 Montréal, QC

Responsibilities include:

  • Researching distribution effects for real-time previsualization
  • Integrating algorithm into large commercial authoring software

Recent Publications

(2022). Compact Poisson Filters for Fast Fluid Simulation. ACM SIGGRAPH 2022 Conference.

Cite

(2020). Frequency Analysis and Dual Hierarchy.

Cite

(2019). A Frequency Analysis and Dual Hierarchy for Efficient Rendering of Subsurface Scattering.

Cite

(2019). Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields. Journal of Computer Graphics Techniques Vol.

Cite

(2018). Scalable appearance filtering for complex lighting effects.. ACM Trans. Graph..

Cite

(2015). High performance Non-Linear motion blur. The Eurographics Association.

Cite

(2014). A Fast and Stable Feature-Aware Motion Blur Filter.. High performance graphics.

Cite