Sebastien Lagarde
Most Recent Affiliation(s):
- EA
Other / Past Affiliation(s):
- Unity Technologies
Bio:
SIGGRAPH 2014
Sebastien Lagarde is a graduate software engineer who has worked in the game industry since 2003 as an engine programmer with expertise in rendering. He has worked on many consoles and many different titles, from small casual games to AAA games, such as Remember Me. He also developed the kernel of the Trioviz SDK, a stereoscopic system used in many AAA games (Batman: Arkham City and Arkham Asylum, Assassin’s Creed II, Gears of War 3, etc.). Sebastien has worked for Neko Entertainment, Darkworks, Trioviz and Dontnod. He is now working at EA, within the Frostbite team.
Experience(s):
Learning Category: Presentation(s):
![Advances in Real-Time Rendering in Games Part 2](https://history.siggraph.org/wp-content/uploads/2022/02/2018-21-Advances-in-Real-Time-Rendering-in-Games-Part-2-150x150.jpg)
Type: [Courses]
Advances in Real-Time Rendering in Games Part 2 Organizer(s): [Tatarchuk]
Presenter(s): [Lagarde] [Golubev] [McGuire] [Heitz] [Hill]
Entry No.: [21]
[SIGGRAPH 2018]
![Open Problems in Real-Time Rendering](https://history.siggraph.org/wp-content/uploads/2022/02/2017-15-Open-Problems-in-Real-Time-Rendering-150x150.jpg)
Type: [Courses]
Open Problems in Real-Time Rendering Organizer(s): [Tatarchuk]
Presenter(s): [Lefohn] [Lagarde] [Salvi] [Barré-Brisebois] [Lauritzen]
Entry No.: [15]
[SIGGRAPH 2017]
![Physically Based Shading in Theory and Practice](https://history.siggraph.org/wp-content/uploads/2022/02/2016-6-Physically-Based-Shading-in-Theory-and-Practice-150x150.jpg)
Type: [Courses]
Physically Based Shading in Theory and Practice Organizer(s): [McAuley]
Presenter(s): [Hill] [Cordes] [Hery] [Hillaire] [Hoffman] [Jimenez] [Karis] [Lagarde] [Lobl] [Villemin] [Jover] [Lachambre]
Entry No.: [06]
[SIGGRAPH 2016]