Senior Software Development Manager
CurrentDevelopment manager for the Bifrost Core team, which includes the Compiler and Geometry teams.
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Martin Bisson is listed as Passionate software developer at Autodesk, a with 12846 employees, based in Montreal, Quebec, Canada. AeroLeads shows a matched LinkedIn profile for Martin Bisson.
Martin Bisson previously worked as Senior Software Development Manager at Autodesk and Principal software developer / development manager at Autodesk. Martin Bisson holds Master, Computer Engineering from Polytechnique Montréal.
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Skilled software developer with experience in small, medium and large projects. Particularly interested in 3D animation and rigging, image, video and sound processing, computer graphics, high performance and real time systems, cross-platform development.Undergraduate degree in software engineering and master's degree in computer/biomedical engineering, both at École Polytechnique de Montréal.Experience includes: - current position as principal software developer at Autodesk - cofoundation of Float4 Interactive - software development for GStreamer, Freeset, Autodesk, École Polytechnique de Montréal, Matrox - teacher and lab supervisor at École Polytechnique de MontréalSpecialties: 3D animation and rigging, image, video and sound processing, computer graphics, high performance and real time systems, cross-platform development ; C, C++, Python, Intel assembly, MMX/SSE, OpenGL, Direct3D, GLSL, HLSL, Matlab, Java, PHP ; Intel TBB, GLEW, GLUT, OpenCV, SDL, Qt, wxWidgets, DirectShow, GTK, Xlib ; Latex ; Windows XP/Vista/7/10, Linux
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Development manager for the Bifrost Core team, which includes the Compiler and Geometry teams.
Montreal, Quebec, Canada
Software development for Autodesk Maya.Technical lead for Animation Performance in Maya.Development manager for the Bifrost compiler team.
Montreal, Canada Area
Software development for Autodesk Maya.Technical lead for the development of Cached Playback / Animation (team of up to +10 developers).- Planned and ordered priorities- Supervised technical investigations- Coached new arrivals to the team- Served as technical reference for team members- Implemented several parts of the systemAlso coordinated animation-related development for various Maya adoption blockers, mostly related to performance. Namely:-… Show more Software development for Autodesk Maya.Technical lead for the development of Cached Playback / Animation (team of up to +10 developers).- Planned and ordered priorities- Supervised technical investigations- Coached new arrivals to the team- Served as technical reference for team members- Implemented several parts of the systemAlso coordinated animation-related development for various Maya adoption blockers, mostly related to performance. Namely:- Parallel evaluation-- Maya Evaluation Manager-- Intel TBB- GPU deformation-- OpenCL- Stability-- Race conditions-- Dead locks-- Scheduling issues- Optimizations-- Increase parallelism- Debugging toolsDevelopment was done in C/C++ and Python. The hardware architecture was Intel PC and the operating system was Windows 7/10 and various Linux distributions. The development tools used included Visual Studio, Git, Perforce, gcc, gdb, emacs and Jira. Maya (MEL and Python) scripting languages were used. Show less
Montreal, Canada Area
Software development of various Autodesk products :- Maya- MotionBuilder- HumanIKTackled several projects:- Animation middleware for games- - Animation clip computation, compression, evaluation, blending and synchronization- - Support and custom development for clients- Flexible motion capture pipeline- - Features affecting manipulation, animation evaluation, UI, plotting, SDK, persistence, unit tests, samples, etc.- - HumanIK improvements to support… Show more Software development of various Autodesk products :- Maya- MotionBuilder- HumanIKTackled several projects:- Animation middleware for games- - Animation clip computation, compression, evaluation, blending and synchronization- - Support and custom development for clients- Flexible motion capture pipeline- - Features affecting manipulation, animation evaluation, UI, plotting, SDK, persistence, unit tests, samples, etc.- - HumanIK improvements to support new features- Non-linear animation edition- Animation performanceDevelopment was done in C/C++ and Python. The hardware architecture was Intel PC and the operating system was Windows 7 and various Linux distributions. The development tools used included Visual Studio 2010, Perforce, gcc, gdb, emacs, Hansoft and Jira. Maya (MEL and Python) and MotionBuilder (Python) scripting languages were used. Show less
Various software development tasks involving :- Registration and monitoring over HTTPS- Encryption of license files- Decoding video files- Access to video camera using manufacturer-specific API- Automatic source fetching, building and packaging script- Bug fixingDevelopment was done in C/C++. The hardware architecture was Intel PC and the operating system was Windows 7. The development tools used include Visual Studio 2005 and Perforce. Direct3D 10 using HLSL… Show more Various software development tasks involving :- Registration and monitoring over HTTPS- Encryption of license files- Decoding video files- Access to video camera using manufacturer-specific API- Automatic source fetching, building and packaging script- Bug fixingDevelopment was done in C/C++. The hardware architecture was Intel PC and the operating system was Windows 7. The development tools used include Visual Studio 2005 and Perforce. Direct3D 10 using HLSL shaders was used for rendering. Python was used for scripting. PHP was used for the server side part of the application. Open source libraries that were used include libVLC, Crypto++ and Qt. Show less
Addition of stereo video support to GStreamer (http://gstreamer.freedesktop.org/). New GStreamer plugins were created to create stereo video from various sources and to display in different modes like anaglyph. More information can be found on the project's blog : http://gitorious.org/video3d/pages/Home.Development was done mainly in C, but also used MMX/SSE assembly through the use of Orc (Oil Runtime Compiler, where Oil stands for optimized inner loops). The hardware architecture… Show more Addition of stereo video support to GStreamer (http://gstreamer.freedesktop.org/). New GStreamer plugins were created to create stereo video from various sources and to display in different modes like anaglyph. More information can be found on the project's blog : http://gitorious.org/video3d/pages/Home.Development was done mainly in C, but also used MMX/SSE assembly through the use of Orc (Oil Runtime Compiler, where Oil stands for optimized inner loops). The hardware architecture was Intel PC and the operating system was Gentoo Linux. The development tools used include gcc, gdb, emacs, git, valgrind and oprofile. Show less
Student work supervision, theory explanation, correction for several classes:- Programming, algorithms and data structures in C++- Human-machine interface and computer graphics- Interactive graphical software project (2nd year integration)- Language and compilers- Multimedia final project (4th year/undergraduate degree integration)
Theory explanation, class preparation, exam preparation and correction in several classes:- Computer graphics- Interactive graphical software project (2nd year integration)- Object-oriented programming
Developed multimedia interactive applications meant to be used as examples for the new second year integrating project class as part of the revised programs. Developed the framework used for all applications.Development was done in C/C++ and Java. The hardware architecture was Intel PC and the operating system was Windows XP. The development tools used include Visual Studio .NET, NetBeans, Subversion. JNI was used for communication between Java and C++ and OpenGL was used for… Show more Developed multimedia interactive applications meant to be used as examples for the new second year integrating project class as part of the revised programs. Developed the framework used for all applications.Development was done in C/C++ and Java. The hardware architecture was Intel PC and the operating system was Windows XP. The development tools used include Visual Studio .NET, NetBeans, Subversion. JNI was used for communication between Java and C++ and OpenGL was used for rendering, as well as Swing for user interace. Open source libraries that were used include FreeImage, Xerces-C++ and FMod. Show less
Designed, developed and deployed interactive technology based on high-performance real-time video processing system using various display technologies. Responsible of several aspects of running a technology start-up, such as business plan redaction, finances, project management, client interaction, marketing, source control management, etc.Development was done in C++. The hardware architecture was Intel PC using NVIDIA graphics controllers and the operating system was Windows Vista.… Show more Designed, developed and deployed interactive technology based on high-performance real-time video processing system using various display technologies. Responsible of several aspects of running a technology start-up, such as business plan redaction, finances, project management, client interaction, marketing, source control management, etc.Development was done in C++. The hardware architecture was Intel PC using NVIDIA graphics controllers and the operating system was Windows Vista. Direct3D 10 using HLSL shaders was used for rendering and DirectShow for video capture. Show less
Developed and deployed interactive experience systems using real-time video processing and analysis as well as high performance computer graphics. Systems were deployed in Canada, United States and Japan.Development was done in C++. The hardware architecture was Intel PC using NVIDIA graphics controllers and the operating system was Windows XP. Direct3D using HLSL shaders was used for rendering, DirectShow for video capture and ASIO for multiple audio capture.
Highly efficient tracing tools (LTTng) integration in high-performance real-time systems and optimization of texture transfer to graphics hardware.Development was done mainly in C/C++, but also in MMX/SSE and x86_64 assembly. The hardware architecture was AMD64 and the operating system was Red Hat Linux. The development tools used include gcc, gdb, emacs, ClearCase and rpmbuild. Linux kernel development was done, mainly to extend LTTng. OpenGL optimization programming was also done,… Show more Highly efficient tracing tools (LTTng) integration in high-performance real-time systems and optimization of texture transfer to graphics hardware.Development was done mainly in C/C++, but also in MMX/SSE and x86_64 assembly. The hardware architecture was AMD64 and the operating system was Red Hat Linux. The development tools used include gcc, gdb, emacs, ClearCase and rpmbuild. Linux kernel development was done, mainly to extend LTTng. OpenGL optimization programming was also done, mainly targetted at NVIDIA products. Show less
Development of a windowed display module for Matrix Imaging Library under Linux.Development was done in C/C++. The hardware architecture was Intel PC and the operating system was Gentoo Linux. The development tools used include gcc, icc, gdb, emacs, Subversion, distcc, ccache and Trac. Open source libraries that were used were Xlib, Xv, Qt and GTK.
Development of an auxiliary display module for Matrox Imaging Library under Linux.Development was done in C/C++. The hardware architecture was Intel PC and the operating system was mainly Gentoo Linux but also Windows XP. The development tools used include gcc, icc, gdb, Visual Studio .NET and SourceSafe. Open source libraries that were explored were SDL and GTK.
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Da Wei Au, Cspo, Csm, Csp
Colleague at AutodeskSingapore
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Milton Chi
Colleague at AutodeskUnion City, California, United States
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Jacqueline Ng
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Khan.Nasim Khan
Colleague at AutodeskCharikar, Parwan Province, Afghanistan
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Yiming Zhang
Colleague at AutodeskShanghai, China
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Timothy Lemp
Colleague at AutodeskRedmond, Washington, United States
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John Stewart
Colleague at AutodeskManly, New South Wales, Australia
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Mohammad Akib Nawaz
Colleague at AutodeskColumbus, Ohio, United States
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Nick Hasselblad
Colleague at AutodeskBeaverton, Oregon, United States
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Ellen R. Rush
Colleague at AutodeskStowe, Vermont, United States
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Activities and Societies: Laval Virtual - Virtual Fantasy 2007 (virtual reality competition in France, finished first), Laval Virtual.
Activities and Societies: Folle Course Informatique 2003 (finished second) - Admission Grant - "Fonds CAE-R. Fraser Elliott" Excellence.
Quick answers generated from the profile data available on this page.
Martin Bisson works for Autodesk.
Martin Bisson is listed as Passionate software developer at Autodesk.
Martin Bisson is based in Montreal, Quebec, Canada while working with Autodesk.
Martin Bisson has worked for Autodesk, Float4 Interactive, Google Summer Of Code 2010, École Polytechnique De Montréal, and Freeset.
Martin Bisson's colleagues at Autodesk include Da Wei Au, Cspo, Csm, Csp, Milton Chi, Jacqueline Ng, Khan.Nasim Khan, and Yiming Zhang.
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Martin Bisson holds Master, Computer Engineering from Polytechnique Montréal.
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