Graphics Software Engineer specializing in real-time rendering, GPU optimization, and engine tooling. I've scaled crowd rendering pipelines from 150 to 10,000+ characters at 60 FPS, rebuilt scientific visualization systems from 20 to 120 FPS on Unreal Engine 5, and built a physically-based path tracing engine from scratch with OpenGL and Vulkan backends. Four years of professional C++ across simulation, VR, and industrial software. I find the real bottleneck CPU, GPU, or architecture and fix it at the root.

Wilfried FOTSO NDEFO

Graphics Software Engineer specializing in real-time rendering, GPU optimization, and engine tooling. I've scaled crowd rendering pipelines from 150 to 10,000+ characters at 60 FPS, rebuilt scientific visualization systems from 20 to 120 FPS on Unreal Engine 5, and built a physically-based path tracing engine from scratch with OpenGL and Vulkan backends. Four years of professional C++ across simulation, VR, and industrial software. I find the real bottleneck CPU, GPU, or architecture and fix it at the root.

Available to hire

Graphics Software Engineer specializing in real-time rendering, GPU optimization, and engine tooling. I’ve scaled crowd rendering pipelines from 150 to 10,000+ characters at 60 FPS, rebuilt scientific visualization systems from 20 to 120 FPS on Unreal Engine 5, and built a physically-based path tracing engine from scratch with OpenGL and Vulkan backends.

Four years of professional C++ across simulation, VR, and industrial software. I find the real bottleneck CPU, GPU, or architecture and fix it at the root.

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Language

English
Fluent
French
Fluent

Work Experience

3D Software Engineer at Sogeclair (Oktal SE)
November 1, 2025 - Present
Optimized a crowd rendering pipeline from ~150 animated characters at 30 FPS to 10,000+ characters at 60+ FPS in real time using GPU hierarchical instancing and vertex animation textures. Reverse-engineered an undocumented legacy AI/crowd simulation system (~60,000 lines), producing architectural documentation to enable long-term extension and maintenance. Built a C++/Qt plugin for automatic NavMesh generation (Recast) using spatial partitioning for large-world AI pathfinding under tight subdivision constraints. Developed a Blender Python plugin to automate VAT and skinning matrix baking for the character pipeline. Implemented a multi-screen display deployment solution in Unigine.
R&D Software Engineer (Scientific Visualization & VR) at LeCNAM (Scientific Visualization & VR)
December 1, 2022 - September 30, 2025
Rewrote a real-time scientific visualization codebase in C++ on Unreal Engine 5, improving performance from ~20 FPS to ~120 FPS and adding iso-surface, glyph, and streamline rendering modes. Built a pipeline processing 50M+ data points in ~8 ms (Core i9-12900HK, NVIDIA 3070). Designed a TCP/UDP network interface linking a CFD solver (2× NVIDIA H100) to an immersive VR visualization app using multi-resolution streaming and controlled latency. Implemented Marching Cubes (C++/HLSL) for iso-surface extraction and mesh simplification/LOD management. Optimized VR rendering with polygon reduction, texture compression, overdraw detection, and tuned distance culling for sustained real-time frame rates. Created a cross-platform shared library (DLL/SO) for code reuse between the solver interface and the UE5 application (Linux/Windows).

Education

Diplôme d’Ingénieur (Master-equivalent) in Computer Science at ENJMIN (École Nationale du Jeu et des Médias Interactifs Numériques)
September 1, 2022 - June 30, 2025
Software Engineering (Prépa/1-year program) at 3IL (Computer Science School)
September 1, 2021 - June 30, 2022
Advanced Mathematics, Physics & Engineering Sciences (STEM preparatory program) at PrépaVogt
September 1, 2018 - June 30, 2021

Qualifications

Add your qualifications or awards here.

Industry Experience

Software & Internet, Gaming, Media & Entertainment, Computers & Electronics, Education

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