Hugues has been passionate about Graphics programming since an early age, starting w/ the Commodore Amiga demo scene in the mid-80s.
He earned his Masters degree in Computer Graphics from IRISA University (France) in 1995. After relocating to California and helping grow a couple of San Francisco bay area startups in the early 2000s, he joined Intel in 2005 where he worked on optimizations of the geometry pipe for Intel’s graphics driver stack, followed by shader compiler architecture and end-to-end optimizations of the Larrabee graphics pipeline, and more recently on an end-to-end Virtual Reality compositor, including design, architecture, implementation, and optimizations for Intel’s Project Alloy VR headset.
Working on competitive graphics innovation for future Intel platforms, his current research focus revolves around advancing the state-of-the-art in real-time rendering, ray-tracing GPU acceleration, and GPU compiler + hardware architecture.
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Rendering Researchers: Hugues Labbe
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