nicolas bourbaki
@nicolasbourbaki
I am a junior graphics programmer specializing in real-time rendering, Vulkan, and GPU optimization.
What I'm looking for
I am highly passionate about computer graphics and driven by a strong background in mathematics to solve rendering and GPU problems. I focus on practical, maintainable solutions that scale to complex scenes.
I implemented a Vulkan renderer written in C++ that includes scene conversion and serialization from GLTF and OBJ, a data-oriented scene graph, tiled deferred shading with compute shaders for thousands of PBR lights, HDR tone mapping, bloom and FXAA, SSAO, tangent-space normal mapping, omnidirectional shadow mapping, indirect rendering and CPU-side frustum culling. I automated framebuffer/render pass generation and pipeline reflection using JSON-driven nodes and the SPIRV-Reflect library to streamline shader pipeline creation.
For gameplay and systems work I built a 2D SDL3 asteroid game featuring a spatial collision grid, a 30-second time-rewind implemented with a ring buffer of changed states, custom memory pool allocators, object pools to avoid dynamic allocation overhead, and a simple finite state machine for AI. These projects emphasize performance, memory determinism, and tooling.
I hold a Bachelor in Pure Mathematics and am pursuing graduate studies; I am seeking opportunities where I can contribute to rendering teams, deepen my Vulkan and GPU optimization skills, and learn from experienced engineers while delivering robust graphics systems.
Experience
Work history, roles, and key accomplishments
2D Game Developer
MandelbrotInferno
Developed a 2D Asteroid game in C++/SDL3 featuring grid-based collision, a 30s time-rewind via ring buffer, custom memory pools and object pools to reduce heap fragmentation and allocation overhead.
Graphics Programmer (Vulkan)
MandelbrotInferno
Built a C++ Vulkan renderer with tiled deferred shading to stably process 1,000+ PBR point lights; implemented scene conversion from GLTF/OBJ, HDR tone mapping, FXAA, SSAO, omnidirectional shadows, SPIRV-Reflect pipeline automation, and CPU frustum culling.
Education
Degrees, certifications, and relevant coursework
University of Ottawa
Master of Pure Mathematics, Pure Mathematics
2024 -
Pursuing a Master of Pure Mathematics at the University of Ottawa since January 2024.
Université de Paris Cité
Bachelor of Pure Mathematics, Pure Mathematics
2019 - 2022
Completed a Bachelor of Pure Mathematics at Université de Paris Cité from September 2019 to July 2022.
Availability
Location
Authorized to work in
Job categories
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