September 2025
Started Ph.D. program in Information Technology at École de technologie supérieure (ÉTS), focusing on reinforcement learning and operations research.
Ph.D. Candidate
I am a Ph.D. candidate at École de technologie supérieure (ÉTS) in Montreal, specializing in the intersection of Artificial Intelligence and Operations Research with a focus on Reinforcement Learning. Before starting my Ph.D., I completed my M.A.Sc. in Information Technology at ÉTS, where I did research on numerical solver optimization for rigid body simulations. My professional experience includes roles as a Assistant Pipeline Technical Director at DNEG and a Tools Specialist at Ubisoft Montreal.
Started Ph.D. program in Information Technology at École de technologie supérieure (ÉTS), focusing on reinforcement learning and operations research.
Worked as Tools Specialist at Ubisoft Montreal, developing and maintaining production pipeline tools for game development workflows.
Pipeline Technical Director at DNEG, maintaining and optimizing production pipelines for visual effects projects.
Completed M.A.Sc. in Information Technology at ÉTS with research on numerical solver optimization for rigid body simulations.
École de technologie supérieure (ÉTS)
Montreal, Quebec, Canada
2025 - Present
Research Focus: Reinforcement Learning and Operations Research
Developed a deep learning framework for lung cancer tumor segmentation from CT scans during research internship at Université de Moncton (Mitacs Globalink 2019).
Implemented and optimized a 3D-UNet architecture for volumetric medical image analysis, achieving 92.1% sensitivity in tumor detection.
Technical Report
This personal project is an exploration of ray tracing fundamentals through the implementation of a ray tracer from scratch in C++.
I am using Peter Shirley's Rendering series and various other online resources to develop this project.
The current version of the project works on CPU only.
Code
Course project for "Fundamentals of Computer Graphics". Implemented a CPU-based ray tracing renderer in Java with OpenGL integration.
Features include geometric primitive intersection, anti-aliasing, depth of field, spot light sources, and texture mapping.
Source Code
Developed a physics-based character animation system using Proportional-Derivative (PD) controllers.
The system simulates a skeletal puppet suspended by virtual marionette strings. Implemented in Java with OpenGL rendering.
Source Code
Implemented a 2D finite element method (FEM) simulation for deformable bodies with implicit time integration.
The system employs backward Euler integration for numerical stability.
Source Code
This project aims to build a Smart Irrigation System using information about temperature, level of humidity, and luminosity.
The implementation was done in C on an STM32F302R8.
Code
Implemented genetic algorithms for solving the Knapsack Problem. The project explores evolutionary computation techniques including selection, crossover, and mutation operators.
Source Code