Now Freelancing!

My freelance account is open! I propose my skills in geometric modelling to process, filter, classify and/or reconstruct your 3D point clouds. I am also ready to take part in innovative scientific computing projects. Don't hesitate to get in touch on

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Open sourcing our digital terrain model algorithm

The algorithm, published in 2020 (pdf), is now available as an open-source python package (here). It is designed to approximate ground surfaces by filling holes by blending multiple local approximations through the partition of unity principle, then improving the accuracy of the reconstructed surfaces by pushing the surface towards the data points through an iterative... Continue Reading →

Point Cloud Studio

Point Cloud Studio is an online point cloud platform, dedicated to host, visualize, analyze and share 3D point clouds. Have a look at our prototype :

Terrain surface from drone data

After adapting the algorithm dedicated to the extraction of digital terrain model (DTM) from terrestrial LiDAR point cloud, it is possible to process point clouds generated from imagery by photogrammetry software. Here is an example of DTM coming from drone data:

Pocket Air Quality

Pocket Air Quality is a new Android app that collects air quality information online and presents  different pollutants concentrations and the overall air cleanliness at the closest station. This side project has been done fully using the framework Ionic and is available for free on the Google Play Store The data comes from The World... Continue Reading →

High accuracy terrain models

This method finely approximates the ground surface by relying on deep learning to separate vegetation from potential ground points, files holes by blending multiple local approximations through partition of unity principle, then improves the accuracy by pushing the surface towards the data points through an iterative convection model.

Non photo-realistic rendering with OpenGL ES

Inspired by the EDL shading technique and SSAO, I implemented a new shader for OpenGL ES designed to enhance the rendering of point clouds. As the shading function rely only on the projected depth, and because the variable gl_FragDepth is missing in OpenGL ES, a workaround was to implement a custom depth buffer using a... Continue Reading →

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