Yassine MANKAI
looking for R&D oriented opportunities as a 3D engineer
Contact Info
Assets
attention to details
pragmatism
comprehensive listening
SOCIAL network

Linkedin: @ymankai
Github:
@YassineMankai
Blog: yassinemankai.netlify.app

Computer Skills
C++, OpenGL & GLSL

3D rendering

Unity3D & C#

3d app development

Python

Scripting

Data Structures And Algorithms
GIT

Version Control and Workflow Management

Languages
English

Fluent

French

Bilingual

Arabic

Native

Interests
Chess
Worldbuilding

books, films, animation

Education
Master's Degree: Interaction, Graphics and Design (IGD)
From 2021 to 2022
Institut Polytechnique de Paris (Ecole Polytechnique X & Télécom Paris) Palaiseau, France
  • Digital representation and analysis of shapes: fundamental concepts for creating and analyzing shapes on the computer (smooth curves, meshes, implicit function, ...)
  • Computer Animation: practical implementation of animation techniques (procedural motion, interactive shape deformations, skeletal and skinning character animation, physics-based simulation, ...)
  • Image Synthesis: rendering equation, standard illumination, shading, reflectance models, rendering algorithms (rasterization, ray tracing), hierarchical spatial data structures
Engineering degree
From 2019 to 2022
Télécom Paris Paris Campus, France

Computer Graphics and Interaction (IGR)
Image processing (IMA)

CPGE MPSI/MP*
From 2017 to 2019
Preparatory Institute for Scientific and Technological Studies (IPEST) La Marsa, Tunisia

Intensive two-year undergraduate courses

Work experience
3D engineer intern (open-source project: OpenMfx)
Since March 2022
Des Vents Clairs Palaiseau, France

Goal:

  • Introduction of the OpenMfx standard for the creation and exchange of parametric shapes as plug-ins and graph descriptions

Role:

  • Expanded the bank of procedural geometric effects available
  • Integrated the OpenMfx standard into pixar's Universal Scene Description ecosystem
  • Contributed to the support of OpenMfx effects in Blender and Unity

Technologies: C++ / C# / Python / USD / Blender / Unity3D

Projects
Simulation of deformable and rigid bodies
From January 2022 to March 2022
École Polytechnique (Implementing a scientific article) Palaiseau, France

Article: Macklin, Miles et al. “Unified Particle Physics for Real-Time Applications"
Role:

  • Implemented a particle solver derived from position-based dynamics
  • Analyzed and reported the results and limitations of our implementation

Technologies: C++ / OpenGL / CGP Library

A series of Unity3D implementations of Procedural Generation methods
December 2021
Personal Project Gif-Sur-Yvette, France
  • Implemented a method to generate planets of different shapes and colors using a multi-layered simplex noise on a sphere mesh
  • Implemented and optimized a randomized cave mesh generation application using cellular automata and graph-based approaches

Technologies: C# / Unity3D

A pipeline for applying successive layers of GPU effects on a video
June 2020
Telecom Paris (end-of-year project: PAF) Palaiseau, France
  • Built generic structures to represent different types of video effects
  • Implemented an automated system to generate shaders from effect descriptions and to handle FrameBuffer swapping

Technologies: JavaScript / GLSL / WebGL