11/12/2026 updated


100 % available
Software Engineer - Computer Vision & Real-time Graphics
Kawasaki, Japan
Only remote
Master's-equivalent (DESS), Digital Image Engineering, Universite Paul Sabatier, Toulouse (2004)About me
Software engineer in computer vision and real-time graphics, 20+ years. Specialties: camera/projector calibration, multi-view geometry, physics simulation, real-time rendering, 3D scanning and medical imaging. C++, C#, Python, OpenCV. Hands-on from prototype to deployment. Available remotely.
Unity 3dComputer Animation3D Computer Graphics3D Computer Graphics Software3D Rendering3D VisualizationAugmented RealityC++ (Programming Language)Computer-Generated ImageryPython (Programming Language)Visual SystemsVisual Technology3d ImagingVisualization SoftwareImaging Devices
Computer Vision & Camera/Projector Calibration
Expertise in camera and projector calibration, multi-camera 3D marker reconstruction, markerless face and body tracking, multi-camera stitching, 3D scanning, photogrammetry, mesh processing, depth-map and point-cloud processing.
Real-time Rendering & Graphics
Proficiency with OpenGL, GLSL/HLSL shaders, Unity, Ogre3D, custom multi-display media server development, and volumetric rendering for real-time applications and live events.
Programming Languages & Software Development
Strong command of C++, C, C#, Python, PHP, HTML, JavaScript, and assembly languages, applied across research, design, and production of custom technical solutions over 20+ years.
AR/VR & Sensing
Development of AR and VR content, use of depth cameras (Kinect, Orbbec, RealSense), motion capture with OptiTrack and MotionBuilder, IMU-based systems, and sensor-driven interactive installations.
Physics Simulation
Real-time cloth simulation, grid- and particle-based fluid simulation, and data-driven custom physics models applied to interactive installations and virtual fitting room systems.
Libraries & SDKs
Hands-on experience with OpenCV, dlib, CUDA, Qt, .NET, Kinect/Orbbec/RealSense SDKs, Adobe Photoshop/After Effects SDKs, and Nuke NDK.
Embedded & Hardware
Custom electronic-board design and development with Raspberry Pi, Arduino, and ESP32 for interactive and sensing applications.
Medical & Scientific Imaging
Real-time rendering of volume data from MRI and CT (DICOM files), ultrasound, confocal microscopy, extraction of 3D vascular models, and 3D mesh reconstruction from laser profiles.
Projection Mapping
Technical direction and development of large-scale projection mapping projects, including automatic color calibration, production workflow design, and custom After Effects and 3ds Max plugins.
Expertise in camera and projector calibration, multi-camera 3D marker reconstruction, markerless face and body tracking, multi-camera stitching, 3D scanning, photogrammetry, mesh processing, depth-map and point-cloud processing.
Real-time Rendering & Graphics
Proficiency with OpenGL, GLSL/HLSL shaders, Unity, Ogre3D, custom multi-display media server development, and volumetric rendering for real-time applications and live events.
Programming Languages & Software Development
Strong command of C++, C, C#, Python, PHP, HTML, JavaScript, and assembly languages, applied across research, design, and production of custom technical solutions over 20+ years.
AR/VR & Sensing
Development of AR and VR content, use of depth cameras (Kinect, Orbbec, RealSense), motion capture with OptiTrack and MotionBuilder, IMU-based systems, and sensor-driven interactive installations.
Physics Simulation
Real-time cloth simulation, grid- and particle-based fluid simulation, and data-driven custom physics models applied to interactive installations and virtual fitting room systems.
Libraries & SDKs
Hands-on experience with OpenCV, dlib, CUDA, Qt, .NET, Kinect/Orbbec/RealSense SDKs, Adobe Photoshop/After Effects SDKs, and Nuke NDK.
Embedded & Hardware
Custom electronic-board design and development with Raspberry Pi, Arduino, and ESP32 for interactive and sensing applications.
Medical & Scientific Imaging
Real-time rendering of volume data from MRI and CT (DICOM files), ultrasound, confocal microscopy, extraction of 3D vascular models, and 3D mesh reconstruction from laser profiles.
Projection Mapping
Technical direction and development of large-scale projection mapping projects, including automatic color calibration, production workflow design, and custom After Effects and 3ds Max plugins.
Experience
Professional experience10+ years
Freelancer since2011
Languages
EnglishFluentFrenchNative speakerJapaneseGood
Project history
Independent R&D Engineer and Technical Director based in Tokyo, working on computer vision, real-time graphics, projection mapping, interactive installations, and custom technical solutions for live events, museums, and broadcast.
Irregularities in the materials composing walls make projected colors drift from the intended look. To correct this, I developed a color compensation process: the projection area is scanned with a light pattern and a camera, from which a compensation map is generated. This allows a much better projection quality, with more accurate colors.
The first version was developed for the Seikei University projection mapping. It was later deployed for a permanent installation at the Dockyard Garden, in front of the Yokohama Landmark Tower, where the show was automated and played every day, and the calibration process could be launched remotely at any time for maintenance. It was also used in other locations that cannot be disclosed because of NDA.
In 2009, I conceived and managed an interactive digital signage project. I developed a proprietary sensing library (presence, motion, face detection and tracking) exposed through an API, and used it to build interactive content driven by computer vision, with customizable content templates, rendered in C++/OpenGL or Flash. I handled R&D, content design, client relations, installation and maintenance. Over the years, I created many interactive contents of various sizes. Notable examples include Aquamarine Fukushima (2010), the interactive seashore floor projection at Enoshima Night Aquarium (2014), and a permanent installation on a giant LED screen in a shopping complex in Hiroshima (2018). Most of them rely heavily on real-time physics simulation. At Hiroshima, a second content was also synchronized with a real elevator through a custom electronic interface I built. More recently, I worked on an immersive installation for Bandai Spirits (2023).