3D Expert
Computer Graphics R&D Freelance

Dioxygen Software

Biography

Hello ! I’m Maxime Garcia.

On this website, I post 3D rendering and animation related articles, game and software projects.

My students can find praticals topics and courses slides in the teaching resources section.

I also post some art related stuff since I sometimes take time to play the piano, draw or do some 3D modeling.

Interests

  • Character Animation
  • Non-Photorealistic Rendering (NPR)
  • Game Engine Programming

Education

  • PhD in Character Animation entitled Performance transfer Animating Characters by Playing and acting, 2019

    Universite Grenoble Alpes / LJK / Inria

Recent Posts

Lit-Sphere Extension in Blender

This article shows an implementation of the Lit-Sphere extension for artistic rendering by Todo et al. inside Blender. This technique aims at letting artist freely control 3D model lighting behaviour by drawing its desired look on a proxy sphere. Below you can see a series of examples on how this technique applies the lighting from the texture that was drawn on the proxy sphere And here is a video about the rendering creation process, hand painting the proxy sphere at the right and tweaking some parameters of the algorithm to achieve the desired look.

Making a NPR Shader in Blender

Introduction to NPR inside Blender for a basic but complete shader.

Animation Target Constraint

One common task game developers come across when using animated characters is to modify them in real-time in order to satisfy a given task. More particularly, re-using the same grab/take animation or push/punch/kick animation to target a specific object is a feature every programmer want and may have to implement. When dealing with targets in animation, the first word that came into our mind is Inverse Kinematic (IK). And actually, that is a good start to tackle our problem.

Animation Transfer

One main goal of my thesis is to find a way to animate 3D characters using physical props as an animation tool. The motivation is to create an animation sequence from a play with figurines, trying to reproduce what the player was imagining. Space Time Doodle Transfer examples Below, I show transfered space-time doodles into animation sequences. It is important to note that all actions were learnt for the two first examples as well as for the garden example.

Base Mesh Creation

This project is a second attemp to implement a fast base mesh creation method from this paper. The main idea is to create a animable mesh from a skeleton whose joints are represented by spheres with variable radius defining the distance from the mesh vertices. This mesh generation algorithm is decomposed into 3 steps: First a simple init mesh is computed connecting each joint with successive quad extrusion and convex hull computation for T-junctions.

Projects

Oxyde ⌀ Redux edition

Oxyde ⌀ Redux Edition is an arcade game I worked on with 5 teammates during the Scientific Game Jam 2020. This game jam focuses on creating games in 48 hours whose theme is linked with PhD students’ research. And here it is, we created this game in a style between Super Hexagon and Touhou, where the player has to maintain the temperature of a cooling metalic glass at a medium while avoiding oxydation.

SkyEngine

SkyEngine is yet another game engine I am working on together with co-workers and former collegues. The main goal of this engine is to implement recent research work, to make video game and animated movie content easier to create. I would like to thank Julien Daval, Guillaume Cordonnier, Valentin Touzeau, Pierre Casati and Remi Galan Alfonso for contributing to this framework.

Recent Publications

Coherent Mark-based Stylization of 3D Scenes at the Compositing Stage

Comptuer Graphics Forum, Eurographics 2021. Article available here. Authors Maxime Garcia (Inria / LJK / Universite Grenoble Alpes) Romain Vergne (Inria / LJK / Universite Grenoble Alpes) Mohamed-Amine Farhat (Inria / LJK / Universite Grenoble Alpes) Pierre Benard (Inria / LaBRI) Camille Nous (Laboratoire Cogitamus) Joelle Thollot (Inria / LJK / Universite Grenoble Alpes) Abstract We present a novel temporally coherent stylized rendering technique working entirely at the compositing stage.