Anis Benyoub

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.

Two-arm robot scanning a parcel on a kitchen counter, rendered with Nyx
A scene rendered with Nyx. See the Genesis World 1.0 announcement video for Nyx in motion.

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.

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