Hi, I'm Guillaume Piolat, welcome to my online resume. For any question or quote inquiry, you can reach me by email with guillaume.piolat@gmail.com
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About me


Over the years I created quite a few projects in my personal time. My non-work-related portfolio is at: http://www.gamesfrommars.fr.


Programming C++, D, Javascript, x86 assembly, Java, Delphi

Tools Visual Studio, Git, Subversion

Libraries OpenGL, OpenCL, CUDA, Windows API, DirectShow, SDL, IPlug, JUCE

Systems Windows, Unix, GPU programming, SHARC processors, DOS

Languages French (mother tongue), English (fluent, technical)

Mathematics 3D, signal processing, wavelets, clipmaps and multi-resolution structures

Protocols HEVC, H.264, Apple HLS, MPEG DASH, MPEG-2 TS, HTTP


March 2015 → Today: Founder at Auburn Sounds

Auburn Sounds is a bootstrapped software company providing high-quality audio processing software for musicians. As a sole founder I get to do everything: UI, DSP, website, marketing, sales and support.

Auburn Sounds's first product is Graillon. Released in November 2015 allows something previously impossible: changing a clean voice into an ominous growl with zero latency.

Visit the website for more information: http://www.auburnsounds.com/

Keywords: Digital Signal Processing, D language, Business Development
January 2013 → March 2015: Video Codec Engineer at Allegro DVT

Allegro DVT (now Keepixo) is a software company whose core competencies revolve around digital video.

Amongst the Codec team I worked on real-time H.264 and HEVC CPU encoders. A video encoder is a very complex and demanding program, whose creators must work in close collaboration.

As a contributor I've completed many tasks at this position:

  • Increasing the performance of in-house video encoders, without breaking them.
  • Leading the efforts behind a 4kp60 10-bits real-time HEVC encoder working with CUDA-enabled GPUs.
  • Finding better quality vs speed compromises using a mix of objective and subjective measurements.
  • Enhancing the robustness of measurements (don't just take the average!).
  • Automating regression testing for both speed and quality.
  • Tuning of encoding parameters like tree pruning algorithms, Qpel motion estimation scheme, quantization matrices and such, through manual or genetic methods.
  • Getting rid of concurrency bugs.
  • Supervising internships.
Keywords: Team work, HEVC, H.264, C++, OpenCL, CUDA, x86, Optimization
February 2011 → December 2012: R&D engineer at Allegro DVT

Allegro DVT (now Keepixo) is a software company whose core competencies revolve around digital video.

Amongst the Broadcast team I worked on a very featureful real-time transcoder solution evolving at a frantic pace to meet customers needs.

As a contributor I've completed many tasks at this position:

  • DVB subtitles burning (decoding and rendering).
  • HTTP adaptive players for Apple HTTP Live Streaming and MPEG-DASH.
  • fMP4 demultiplexing.
  • MPEG-DASH encapsulation of H.264 and HEVC Elementary Streams.
  • Increasing the performance of a mosaic product, displaying information extracted from Transport Stream tables.
  • Improving the visual quality of logo insertion.
  • Meeting B2B customers abroad and making their setup work.
  • Removing hundreds of bugs and regressions from a large and complex software product.
Keywords: C++, Apple HLS, MPEG DASH, DirectShow, MPEG-2 TS, parsers
October 2009 → December 2010: Research Engineer at INRIA Grenoble

MarketSimGame is a research project joining Proland, a multi-scale rendering engine, and aircraft cost prediction logic. The goal is to realize a serious game to help selling planes and helicopters. The user can easily estimate the cost of a mission and see a non-playable 3D simulation.

Directed by Eric Bruneton, I was in charge of the graphical part of the application and its interface with third-party software (Java).

Keywords: C++, Java, JNI, OpenGL compatibility and debugging, multi-resolution
February 2009 → August 2009: DSP developer intern at Arturia

Among a team of engineers, I developed physical algorithms for the Arturia audio library. I've also worked on improving modules for Origin, one of the most refined synthesizer in the market. I had the unique chance to get mentored by a skilled audio DSP engineer during most of the internship.

Keywords: C++, teamwork, digital signal processing, embedded system, heavy constraints, short schedules
June 2008 → August 2008: DSP developer intern at Arturia

I've recreated the sound of the Hammond B3 organ and its Leslie rotary speaker, to be included in the Origin synthesizer.

These two modules have been shipped to users in the 1.1 update.

Keywords: C++, digital signal processing, heavy optimizations, hearing details
May 2008: Open source software project for the ENSIMAG school

Teaming up with Chloé Xavier, we created in 5 weeks a software which implements the SIGGRAPH 2007 seam-carving algorithm.

Keywords: image processing, OpenGL, GLSL shaders, teamwork, D programming language, GUI
August 2007: 3D developer intern at INRIA Grenoble

1 month intership. I've been mentored by Antoine Bouthors to implement ideas for his cloud rendering method.

It was my first contact with powerful, programmable graphic hardware. In following years Antoine Bouthors worked on volume rendering for films like James Cameron's Avatar.

Keywords: C++, teamwork, GPU, GLSL shaders, OpenGL
July 2007: Game developer at Grenoble University

1 month contract work. In collaboration with Sylvain Gravier, I've developed Picarête3D, a 3D puzzle game based on graph theory. The game has been made available as a freeware.

In single-player mode, the AI implements a Reasearch-based winning strategy. Which is not exactly player-friendly.

Keywords: Delphi, OpenGL, FMOD, discrete maths, graph theory
June 2006 → September 2006: Game developer at the Leibniz lab

3 months contract work. In collaboration with Sylvain Gravier, i've made the code, graphics, and sounds of the "Formulaire MAM", an educational CD-ROM game on mathematical proofs.

The player discover relationships between complex mathematical formulas and their simple visual equivalents (e.g: cubes).

The game features qui a lot of Flash puzzles and three 3D mini-games in a naïve style. Game length is between 1 and 2 hours. Sadly this game was never released. Or maybe it's for the better.

Keywords: Macromedia Director MX, Flash, Delphi 7, OpenGL
January 2006 → February 2006: Game developer intern at the Leibniz lab
5 weeks internship. In collaboration with Sylvain Gravier, I created several pretty limited Java games.
PHP maintenance programming.
Some of these applets are still online on this page.
Keywords: Java, PHP, HTML, Javascript