Hugues has been passionate about graphics programming since the Commodore* Amiga* demo scene in the mid-1980s. He earned his master in computer graphics from IRISA University and relocated to California to grow two San Francisco bay area start-ups. In 2005, he joined Intel where he worked on optimizations of the geometry pipe for the graphics driver stack, followed by shader compiler architecture and end-to-end optimizations of the Larrabee graphics pipeline. More recently, he worked on an end-to-end VR compositor, including design, architecture, implementation, and optimizations for the Project Alloy VR headset.
Working on competitive graphics innovation for future Intel platforms, his current research focus is advancing state-of-the-art real-time rendering, ray-tracing GPU acceleration, and GPU compiler and hardware architecture.
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