Experience
Anis Benyoub builds renderers: ray tracing, volumetric clouds and the water system in Unity's HDRP, GPU research at Intel, and Nyx at Genesis AI, where he leads graphics.
- Graphics Lead, Genesis AI, Paris (July 2025–present)
- Wrote the first version of Nyx and carried it to release: a multi-pipeline renderer for robotics training and simulation (path tracing, rasterization, hybrid rendering; Vulkan and DirectX 12), then built the graphics team around it. Lead graphics and the digital twin effort; own rendering performance and the relationship with GPU vendors and software partners.
- Graphics and AI Research Engineer, Intel GPU Research, Paris (February 2023–July 2025)
- Member of the Grenoble GraphiX (GGX) research team. Public work: papers at HPG 2023, 2024 and 2025 and SIGGRAPH 2025 Talks on sampling, adaptive geometry and neural texture compression; talks at SIGGRAPH 2024 Advances in Real-Time Rendering in Games and the GDC 2025 Advanced Graphics Summit with Microsoft. Also advised hardware architects and driver teams and built technical demos for Intel GPUs.
- Senior Graphics Engineer, High Definition Render Pipeline, Unity Technologies, Paris (August 2018–January 2023)
- One of the main contributors to HDRP. Built real-time ray tracing (reflections, global illumination, shadows, subsurface scattering, recursive rendering, path tracing) and the hybrid raster/ray tracing pipeline; feature owner for volumetric clouds, the water system, screen-space global illumination, fabric and eye shaders and MSAA, among others. Profiling and optimization on PC, PS4, Xbox One, PS5 and Xbox Series X.
- Graphics Engineer, Pretty Simple Games, Paris (August 2017–July 2018)
- Rendering R&D for an unannounced title: lightmapping, reflection probes, a physically based render pipeline, a material virtual texture system, shader and frame performance, character asset pipeline.
- Software Engineer, Autodesk, Montréal then Paris (May 2015–August 2017)
- 3D R&D on 3ds Max, Autodesk LIVE and the Stingray game engine: computational geometry, data pipelines, rendering algorithms, data compilation, procedural content generation, VR features and Android/iOS support.
- Education
- M.Sc. Computer Science (computer graphics), Polytechnique Montréal, 2013–2015, thesis on automatic camera path generation for scientific visualization. M.Eng. Computer Science, INSA Lyon, 2009–2015. Internships at Eugen Systems (2013) and CNRS Lyon (2012).