Anis Benyoub
I build renderers. Ray tracing, volumetric clouds and the water system in Unity's HDRP, GPU research at Intel, and now Nyx at Genesis AI, where I lead graphics.
At Genesis AI, I wrote the first version of Nyx, the in-house renderer of Genesis World, and carried it through to release. Nyx targets robotics training and simulation and combines several rendering pipelines: a path tracer for high-fidelity output, a rasterization pipeline and hybrid rendering. It shipped with Genesis World 1.0 in May 2026 and is available on PyPI as gs-nyx, with the Genesis integration plugin as gs-nyx-plugin.
Once the initial technology was in place, I built the graphics team around it: engineers, technical artists and artists. I also lead the company's digital twin effort.
From 2023 to 2025, I was a research engineer at Intel GPU Research in Paris, in the Grenoble GraphiX (GGX) research team. My public work there covered real-time rendering, adaptive geometry, sampling and neural texture compression.
From 2018 to 2023, I was a senior graphics engineer at Unity Technologies and one of the main contributors to the High Definition Render Pipeline (HDRP). Among other features, I built its real-time ray tracing and the hybrid raster/ray tracing pipeline, the volumetric clouds, the water system and screen-space global illumination.
Earlier, I was a graphics engineer at Pretty Simple Games, and a software engineer at Autodesk on 3ds Max, Autodesk LIVE and the Stingray game engine. I hold an M.Sc. in Computer Science from Polytechnique Montréal and an M.Eng. in Computer Science from INSA Lyon.
Links
- Location: Paris, France
- Email: benyoub.anis@gmail.com
- GitHub: github.com/AnisB
- LinkedIn: linkedin.com/in/anis-benyoub-320b4b44
- X: @Auzaiffe
- Publications indexes: ACM Digital Library, arXiv, Semantic Scholar, SIGGRAPH History Archives
- Experience · Publications & Talks · Blog
Selected publications
- Adaptive Tetrahedral Grids for Volumetric Path-Tracing. Anis Benyoub, Jonathan Dupuy. SIGGRAPH Talks 2025. PaperCodeVideo
- Hardware Accelerated Neural Block Texture Compression with Cooperative Vectors. Laurent Belcour*, Anis Benyoub* (* equal contribution). HPG 2025 (Third place, Wolfgang Straßer Best Paper Award, HPG 2025). PaperCodeVideo
- Concurrent Binary Trees for Large-Scale Game Components. Anis Benyoub, Jonathan Dupuy. HPG 2024. PaperCodeVideo
- Sampling Visible GGX Normals with Spherical Caps. Jonathan Dupuy, Anis Benyoub. HPG 2023 (Second place, Wolfgang Straßer Best Paper Award, HPG 2023). PaperCodeVideo