I'm viz, the developer behind AbstractOcclusion — a one-person studio working close to the metal. With 30+ years writing code (20 of them professionally), I work in C, C++, C#, Python and whatever the problem demands — building real-time graphics, creative tools and simulations from scratch. English & French speaker.

Optimized, multi-pipeline volumetric fog & lighting for Unity — froxel compute, hundreds of lights at high FPS.
Open case ↗
Enhanced Unity 6 / URP adaptation of Evan Wallace's WebGL Water — buoyant interacting objects, god rays, real caustics & shadows. Runs in-browser and on budget tablets via WebGPU.
Open case ↗
Experimental open-ocean & breaking-shore spin on the WebGPU water — spectral swell, depth-driven surf & foam, and an underwater god-ray pass. In-browser via WebGPU.
Open case ↗
Python pipeline that turns real-world open geodata into game-ready 3D terrain — 1 m elevation, carved roads and rivers, aerial-derived biome textures.
Open case ↗
Boids-style fish-schooling with reactive fear and surface-breach behaviour, coupled to a live Unity water sim with custom splashes.
Open case ↗Everything, filterable by language. Scripts, experiments and shipped tools.
Go to work index ↗Standalone snippets and scripts with syntax highlighting — pick a language.
Browse snippets ↗AbstractOcclusion is a solo practice. The name is half rendering term, half manifesto — what's hidden shapes what you see.
30+ years of code, 20 professional, in English and French. I care about how things work underneath: memory, frames, the cost of every cycle. Most of my work lives where graphics, systems and tooling meet.
Read more →