Erwann Baudet, Software Developer in Montpellier, France
Erwann Baudet

Software Developer in Montpellier, France

Member since July 11, 2018
With a background in computer science and specialized in fluid mechanics, Erwann is a self-sufficient and rigorous technical developer with versatile and strong skills. In the past years, he has developed lots of productions tools in C++/Python and managed a large team of visual effects artists for high-end blockbuster movies. He is focused on emerging new technologies and is always looking for new challenges.
Erwann is now available for hire

Portfolio

Experience

Location

Montpellier, France

Availability

Part-time

Preferred Environment

GitLab, Git, VS Code, PyCharm, MacOS, Linux

The most amazing...

...project I implemented was a real-time animation cache system in C++ (based on Disney papers).

Employment

  • C++/Qt Developer

    2019 - PRESENT
    Toptal | Clear Azure Inc.
    • Developed a fully feature C++ library back end along with a QML/Qt Widget UI for front end.
    Technologies: 3D, QML, Qt, C++
  • Senior FX Td/Developer

    2019 - PRESENT
    Ubisoft
    • Handled smoke and explosion simulation in game cinematics.
    • Developed a new Houdini pipeline for cinematics. Integrated it with current in-house tools for games in order to speed up production.
    Technologies: Python, Houdini, VS Code
  • C++/Python Developer

    2019 - 2019
    Toptal | Pulse Perfect Image Inc.
    • Implemented a Blender Addon using Blender Python API.
    • Implemented a Python Binding module using PyBind11 to communicate between Blender Python API and a inhouse C++ Library.
    • Provided multi-plaform support (Linux, Mac).
    • Worked remotely with international colleagues.
    Technologies: GitLab, Git, Bash Script, Python, C++
  • Software Engineer

    2017 - 2019
    Dwarf Animation Studio
    • Developed an animation cache based on Disney Paper (used for Moana). Used multiple messaging libraries such as nanomsg, zeromq, Boost, and Python. Implemented as a Maya plugin and standalone tool based on Pixar universal scene description (USD).
    • Supported the USD Python lib in a medium size studio .
    • Developed a brand new production-ready Houdini pipeline, and integrated it into an existing pipeline.
    Technologies: Nanomsg, Boost, Python, C++, PyCharm, Eclipse
  • Senior FX Td/Developer

    2012 - 2017
    Framestore
    • Managed team up to 20 artists on big blockbuster movies.
    • Contributed to Python dev for multiple tasks submission using internal Python API and custom HTTP server.
    • Developed multiple Maya plugins for production using libraries like Boost and/or open source.
    Technologies: Maya, C++, Python, Houdini
  • Senior FX Td

    2010 - 2012
    Weta Digital
    • Created fluid simulation for several shows using Naiad/Weta in-house software (level set processing, particles instancer, SPH solver, etc.) along with Prman renders, Nuke comp, etc.
    • Created multiple destruction shots using in-house software for big blockbuster movies.
    • Integrated Python in order to smooth out pipeline and shots productions.
    • Developed Naiad set up (sand sim setup, splash/bubbles/foam sim, etc.).
    Technologies: Python, Houdini
  • Senior FX Td

    2009 - 2009
    Moving Picture Company
    • Designed explosions simulation on big blockbuster movies.
    • Contributed to movies such as Prince of Persia: The Sands of Time (director: Mike Newell) and Gi Joe: Rise Of Cobra ( director: Stephen Sommers ).
    • Set up a sandstorm FX using Multi Points, Sprites, and Flowline (proprietary fluid solver).
    • Managed fluid simulation and rendered some explosions using Flowline/Mental Ray.
    Technologies: Python

Experience

  • C++ Animation Cache (Based on Disney Papers) (Development)

    Developed an Animation Cache system relying on multiple libraries such as NanoMsg, Boost, and USD. This tool was entirely developed in C++ with some Python script for the pipeline side. Challenging part was to deal with multiple evolving libraries and the evolving Pixar USD file format.

  • C++ RenderMan Fur System (2005) (Development)

    A while ago, I developed a C++ RenderMan DSO so we can render directly Maya Fur to RenderMan directly without writing any files on disk.

  • C++ Raytracer in Maya (2003) (Development)

    For my studies, I did have to develop my own raytracer integrated in Maya using Maya C++ API.

  • VEX Flocking System (Development)

    Based on Boids paper. Developed a Flocking system behavior entirely in VEX (Houdini language, similar to C) which would handle separation, alignment, and cohesion, plus extra colliders and path following.

  • Python Houdini Pipeline Integration (Development)

    Developed a modern and evolving Houdini Python pipeline integrated into an existing in-house pipeline. Had to take care of input/output data, data management, production tools, and workflow.

  • Python Simulation Submitter (Development)

    During Pan movie production, more than 100 shots of clouds had to be tackled in a really short amount of time. The easiest and quickest solution was to develop a custom Python submitter, which would take care of the clouds simulation and rendering automagically. This was done using an in-house Python library and a new custom Python dispatcher tool.

  • Website (Other amazing things)

    Personal website describing all the projects I've worked on.

Skills

  • Languages

    Python, Bash, C++, HTML5, C++11, Bash Script, QML
  • Tools

    Maya, Houdini, RenderMan, PyCharm, VS Code, Git, GitLab, GitLab CI/CD, Docker Compose
  • Platforms

    Linux, Visual Studio Code, MacOS, Eclipse, Docker
  • Frameworks

    Django, Qt, Django REST Framework, Boost
  • Libraries/APIs

    Python API, Nanomsg
  • Paradigms

    Test-driven Development (TDD)
  • Other

    3D, Physics Simulations, Simulations, Boot

Education

  • Postgraduate diploma in Computer Science and Arts
    2003 - 2003
    University Paris 8 - Paris, France
  • Master's degree in Computer Science and Arts
    2000 - 2002
    University Paris 8 - Paris, France
  • Diplôme universitaire de technologie (DUT) in Computer Science and Engineering
    1998 - 2000
    IUT Le Puy en Velay - Le Puy en Velay, France

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