

Barthélemy Paléologue
Graphics engineer
Real-time rendering, procedural generation and GPU simulations for the web.
Because it's fun.
Selected work



Ocean simulation
This ocean simulation uses compute shaders with WebGPU to achieve real-time animation, with a high visual fidelity. The technique is based on Jerry Tessendorf's original paper, using fast fourier transform to simulate the wave spectrum. It was made at Telecom Paris for my 2nd year of Master.

Physarum simulation
Physarum polycephalum is a fascinating living being. Made of single cell, visible to the naked eye, it is able to solve mazes, find the shortest path between two points and even optimize its network. My implementation relies on Vulkan and compute shaders based on "Characteristics of pattern formation and evolution in approximations of physarum transport networks" by Jones, Jeff.

Translation Ex Machina
An automated pipeline for translating entire books with local or hosted language models. It retrieves evidence from trusted reference translations to preserve terminology and style, coordinates specialized drafting and review agents, and exports publication-ready Markdown and EPUB files.
Other projects





3D Projects
Liquid Simulation
A 3D fluid simulation pipeline created at Telecom Paris for my 1st year of Master. It simulates the fluid using the IISPH method then generates a volume using the industry standard OpenVDB so that it can be rendered using Blender Cycles.












Others
Drawing application
A paint like application built with Qt to draw geometric shape and edit them. It was made for my first year of master at Telecom Paris.











