Guillaume Buisson

CTO at DreamCorp (VR)

Greater Paris Metropolitan Region France
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Summary

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Rockstar
🎓
Top School
Guillaume Buisson is a veteran software engineer and CTO with 11+ years building high-performance graphics, image-processing and photogrammetry systems for film, VR/AR and large-scale visual installations. He has led architecture and engine development at Ubisoft (Vertigo/Shining) and now designs semi-automated video-mapping pipelines for complex façades at LOTCHI, combining algorithm design with production tooling. A pragmatic C++/Qt/OpenGL specialist, he has applied his skills across real-time rendering, path tracing, and XR platforms, and contributed backend improvements to the well-known AliceVision photogrammetry framework (mesh masking, visibility and caching). He pairs R&D rigor with product focus—shipping features from secure B2B clients at Dashlane to immersive experiences at DreamCorp—and regularly brings low-level optimization and cross-platform pragmatism to teams. Notably, his background spans both hardware-accelerated rendering and practical deployment concerns like mask undistortion and cache management that bridge research and production.
code11 years of coding experience
job11 years of employment as a software developer
bookMaster Mechanics production management, Master Mechanics production management at ECAM LaSalle
bookMastère spécialisé Virtual Reality 3d hardware rendering, Mastère spécialisé Virtual Reality 3d hardware rendering at Arts et Métiers - École Nationale Supérieure d'Arts et Métiers
languagesFrench, English
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Github Skills (11)

computer-vision10
c-language10
cprogramming-language10
photogrammetry10
3d-reconstruction10
mesh-processing10
algorithms9
data-structure9
boost9
data-structures9
algorithm9

Programming languages (6)

QMLC++ShellCMaxPython

Github contributions (5)

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alicevision/AliceVision

Jun 2021 - Aug 2021

Photogrammetric Computer Vision Framework
Role in this project:
userBack-end Developer
Contributions:19 commits, 1 PR, 10 pushes in 2 months
Contributions summary:Guillaume primarily contributed to the `meshMasking` program, which appears to be part of a photogrammetry pipeline. Their work involved adding functionality to mask and filter mesh vertices based on visibility criteria derived from image masks. This included implementing mask loading, visibility computation, boundary smoothing, and incorporating options like mask undistortion. Furthermore, they refactored code to use data from dense SfM data and implemented a cache system for mask management.
structure-from-motionvision-frameworkpythonphotogrammetryvision
monsieurgustav/UE-OSC

Oct 2014 - Jan 2023

Contributions:77 commits, 6 PRs, 56 pushes in 8 years 4 months
unreal-engineblueprintunrealplugineagle
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