Image Morphing — Beier & Neely
Geometric image morphing (Beier-Neely) with automatic facial landmark detection — applied to computer vision and AI.
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I am currently a first-year Master's student in Computer Science at the University of Lorraine and I wish to join the Master's program in Artificial Intelligence and its Applications in Vision and Robotics (IA2VR) in Nancy to further develop my knowledge in these fields. Strongly interested in research, I aim to pursue a PhD and contribute to advances in artificial intelligence, computer vision, and robotics.
✦ Research & Algorithmic Projects — M1 Université de Lorraine
Geometric image morphing (Beier-Neely) with automatic facial landmark detection — applied to computer vision and AI.
📄 Download Report →Research project (M1 Metaheuristics, Université de Lorraine). Metaheuristic optimisation algorithm in Java for generating Bézier curve trajectories that minimise path length, smoothness, and obstacle constraint violations.
📄 Download Report →A command-line chess game implemented in C++ with object-oriented programming principles.
View Project →Developed a transport network management system for Avignon using C++ and SQLite3, integrating CRUD operations with UML design.
View Project →Designed a color-filling puzzle game where the player floods a grid with a single color in minimal moves using greedy algorithms.
View Project →Professional C# / .NET desktop application for designing and installing double-flux mechanical ventilation systems, with interactive floor plan editing, airflow balance calculations, and JSON export.
View Project →Implementation of the traditional African strategy board game Awalé (Mancala), featuring turn-based gameplay and seed-sowing mechanics.
View Project →Implemented the board game Carcassonne in C, where tiles are read dynamically from an Excel file.
View Project →Developed a console-based Blackjack game where the player competes against the dealer with OOP concepts.
View Project →A fully playable Battleship game developed in Java, featuring grid-based ship placement and turn-based combat logic.
View Project →Implements an interpreter for the fictional Shadok language using Flex for lexical analysis and Bison for syntax parsing.
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