Projects
Here is a sample of my personal projects (mainly focused on programming). My mechatronics projects are mostly protected by French nuclear secrecy, so I will not mention them here, but I can discuss certain aspects upon request. Each one of the projects discussed here is made 100% by me.
Jarvis
Here, I recreated a voice assistant. It runs on a Raspberry Pi Zero, with a locally hosted neural network for hotword detection. The voice is recorded, automatically trimmed based on a noise threshold, and sent to an API for speech-to-text conversion. The text is then processed by an LLM, and the LLM’s response goes through a locally running text-to-speech system.
I also designed a PCB that hosts the Pi Zero as a “hat” and adds missing components, including an audio encoder to provide high-quality sound output.




Business card
I created a PCB in the form of a business card. The goal was to develop a small video game similar to Flappy Bird.
The PCB uses an addressable LED matrix and can operate either connected to a 5 V power source or on battery, with integrated charging management. It can also be connected to a PC and communicates via serial interface.
The idea was to eventually make it possible to open my website on the PC when the user wins the game. This feature has not yet been implemented.



Proximity sensor
I created a proximity sensor capable of turning on an addressable LED strip depending on whether an object is detected or not. This PCB was designed with the goal of building a table featuring a mosaic of addressable LEDs that can light up individually based on object presence. The PCB is based on an STM32 and designed as a modular system, where each module is connected in series with the next and communicates via I²C with a master board located at the base of all modules.


Simulation
Here, I programmed a physical simulation of a double pendulum. The calculations were done using the Principle of Dynamics (PFD) and discretizing the partial differential equations with a Runge-Kutta method. After discretizing the equations, the display and calculations are done in C++. I also implemented friction, which explains the gradual decrease in amplitude.
Neural network
Gradient descent
Here, I designed a C++ library to create a multi-layer neural network. The network attempts to perform interpolation in 5 dimensions (XY coordinates + RGB). The calculations are done using a linear algebra library to optimize efficiency. No libraries like TensorFlow or PyTorch were used for training; the calculations are done manually.




RAY Casting
Programming of a ray casting in C++. Ray casting is used in many applications, particularly in computer vision. The principle is to cast rays in all directions and detect collisions. This can be used to create inputs for the neural network of an agent.
Photo-goniometer
A photo-goniometer is a device used for orienting objects and lights to achieve precise rendering and illumination. Each part was sized using the principles of Strength of Materials (RDM), and the motors are also dimensioned based on required torque. The rendering and video are done using Blender.
VR Project using Eye-tracking
The goal of this project was to use eye tracking in virtual reality. We decided to base it on the story of Slender Man by “reversing” the concept: normally, one must avoid Slender Man’s gaze, but here you must look directly at him before he reaches you — otherwise, you die. This project is based on a virtual reality headset that tracks the orientation of the pupil.
The game of life
The Game of Life is a cellular automaton invented by John Conway in 1970. It is played on a grid where living and dead cells interact according to simple rules. As it evolves through generations, complex structures emerge. It is a tool for studying complexity and cellular automata. This project was created in C++ with SFML.