Antoine Fortin

Software Engineer

Montreal, Quebec, Canada14 yrs experience

Key Highlights

  • Expert in C++ and GPU programming.
  • Proven track record in real-time rendering optimization.
  • Strong collaboration with artists and technical teams.
Stackforce AI infers this person is a Gaming and Graphics Software Engineer with expertise in real-time rendering and optimization.

Contact

Skills

Core Skills

C++Unreal EngineGpuWebglShadersBlender3d RenderingPython

Other Skills

OpenGLCompute ShaderGPGPUC#MultithreadingAPI IntegrationThree.jsBabylon.jsPython (Programming Language)MathematicsHSLLUnityWebAssemblyHDRPC (Programming Language)

About

I have a passion for C++ andGPU, experienced in engine, 3D, rendering. Teamworker, fast and insatiable learner! 😄 I also bring good vibes in any teams!

Experience

14 yrs
Total Experience
2 yrs 9 mos
Average Tenure
--
Current Experience

Qube 4d ventures inc.

Graphics Programmer

Aug 2025 – Present · 9 mos · Montreal, Quebec, Canada

  • Working on custom engine rendering system.
  • Working on Unreal Engine simulation system.
C++3D RenderingGPUUnreal Engine

National film board of canada

Freelance Software Engineer

Jul 2022 – Dec 2022 · 5 mos · Remote

  • I worked as a programmer for NFB to create real-time solutions enabling artists to create immersive shortfilm in a very precise design and style.
  • Implemented custom Shader tools and pipeline in Blender.
  • Implemented C++ ray-marching and SDF libs for none-vertex based geometric computation.
  • Working hands to hands with 3D artists to deliver production ready plugins for them to play, create, and implement new ideas.
BlenderC++ShadersGPUPython (Programming Language)

Ova

Senior Software Engineer - Real-time, Engine

Jan 2022 – Nov 2024 · 2 yrs 10 mos · Remote

  • Pipeline Asset Optimizations
  • I was responsible for creating an in-house tool to optimize 3D assets in our import pipeline. The primary challenge was handling assets originating from multiple sources, standards, and formats. By the end of the optimization process, asset imports were approximately 20 times faster than the traditional approach.
  • Real-Time GPU and CPU Profiler
  • I developed a low-level profiling tool to intercept calls to hardware and CPU instructions. The final result was a C-like API that could be integrated into any project to diagnose and measure performance on both the CPU and GPU sides.
  • GPU Instancer (Compute Shader Optimization and Rendering)
  • I created a GPU instancer to optimize the rendering of multiple objects by leveraging GPU instancing. This feature included using compute shaders to handle physics and animations of the instances. Additionally, I implemented procedural algorithms with compute shaders to generate various scene compositions.
  • DALL·E Integration
  • I implemented a middleware between our core engine and the DALL·E API to integrate generative AI models, enabling real-time texture generation for objects.
  • CubeMap GPU Generation Optimization
  • I designed a pipeline to generate CubeMaps on the fly using the GPU. This feature significantly improved performance, achieving a 14x increase in processing speed and reducing the number of instructions required.
  • WebGPU and Rendering Viewer in the Browser
  • I delivered a 3D graphics viewer for browsers, utilizing Three.js and Babylon.js to manipulate and render assets. As part of this project, I also integrated third-party APIs to optimize assets by reducing vertex counts and compressing textures.
  • Uber Shader
  • I developed an Uber Shader and an accompanying import pipeline to merge multiple assets from different sources into a unified format compatible with our in-house Uber Shader. This involved close collaboration with both the technical and artistic teams to ensure the tool met their needs.
C++OpenGLShadersGPUCompute ShaderGPGPU+2

Cbc/radio-canada

Freelance Software Engineer

May 2021 – Sep 2021 · 4 mos · Montreal, Quebec, Canada · Remote

  • As a freelancer for CBC-Radio Canada, I worked on creating the simulations of water, boat and was responsible to deliver the whole plates for features for the compositor to handle it in the real-time video editing.
  • Python scripting in Blender to handle custom mesh optimizations and proceduralism physical water movement.
  • Working hand to hand with the director of the program to make sure every pieces of datas and rendered would fit perfectly in the whole production pipeline.
  • https://ici.radio-canada.ca/tele/enquete/site/episodes/658578/deces-rapides-lachine-pompier-bateau
Python (Programming Language)C++ShadersPython

Centre de développement et de recherche en intelligence numérique - cdrin

Applied Research Software Engineer

Nov 2019 – Jan 2022 · 2 yrs 2 mos · Montreal, Quebec, Canada · On-site

  • At CDRIN, I worked on multiple applied research projects in the fields of high-performance computing, audio, AI, rendering, and GPU programming. I also had the opportunity to give numerous presentations on multimedia programming, low-level techniques, and computing. In addition to my technical responsibilities, I helped onboard new team members and interns.
  • Technical Contributions
  • Implemented multiple screen-space global illumination (GI) techniques and research papers in Unity and Unreal Engine.
  • Worked on a real-time weather and ice movement simulation utilizing large datasets.
  • Developed a volumetric rendering framework using signed distance fields (SDF).
  • Created a procedural animation mesh displacement system using vertex animation textures (VAT) for film studios.
  • Produced clear and comprehensive documentation for clients, including other research centers and video game studios.
  • Worked on data compression techniques for a custom CAD file format.
  • Developed a procedural MIDI track generator for mesh animations.
  • Talks and Technical Presentations
  • "How Do Computers Actually Handle Audio?" – Explored the fundamentals of how computers process and manage audio data.
  • "Math & 3D Rendering: Creativity in the Pixel Shader" – Discussed the creative applications of mathematics in pixel shader programming.
C++Shaders3D RenderingMathematicsHSLLC#+8

Behaviour interactive

System Programmer

Sep 2019 – Dec 2019 · 3 mos · Montreal, Quebec, Canada

  • I worked at Behaviour before Joining CDRIN position in applied research!
  • I Worked as a system programmer for a car racing game, the code base was on a custom game engine.
  • Implementation of the impact physics system on the racing cars
  • Handling audio use WWise and FMOD
C++Shaders

Spiria

Software Engineer

May 2018 – Sep 2019 · 1 yr 4 mos · Montreal, Canada Area

  • At Spiria I was working with a team of veterans in the field of computer graphics and C++, I joined as a mid-junior level and I had the unique chance to be teached by them about a lot. The projects I worked on were from clients in the likes of Epic Games, Autodesk, Presagis and Unity.
  • Work on the Implementation of the C++ solution in Datasmith for Revit to Unreal plugin.
  • Worked on Cinema4D to Unreal using Melange SDK in C++
  • Worked with a private military file format to migrate their viewer to Unreal.
  • Installer and tooling for Datasmith Unreal Engine.
  • Custom geometry tooling in Unreal Engine
  • Multiple pipeline implementations in OpenGL and DX.
Unreal EngineShadersC++C (Programming Language)

Artbox

Software Developer

Sep 2016 – Apr 2018 · 1 yr 7 mos · Montreal, Canada Area

  • Projects:
  • Real-time OpenCV movement analyzer
  • React Native app to perform project on building during a festival.
  • Real-time data simulations using P5Js and PixieJs
  • In house PHP framework for quick project client setup.
WebGLPython (Programming Language)p5.js

Peak media

Sound Creation Internship

Mar 2015 – May 2015 · 2 mos · Montreal, Canada Area

Chyz 94,3

Technical volunteering

Mar 2010 – Apr 2016 · 6 yrs 1 mo · Quebec, Canada

Education

UQAM | Université du Québec à Montréal

Minor — Mathematics

ATM cegep de Jonquiere

DEC

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