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The VirtUs team at Inria Rennes is seeking an engineer to consolidate and extend crowd simulation software for real-time AR/XR applications. You will work with engineers and PhD students to port, optimize, and document a modular toolbox that supports live editing of trajectories and crowd data.
Responsibilities include improving framework modularity, interfaces, and testing, while contributing to open-source releases and ensuring compatibility with AR head-mounted displays and digital twin
The VirtUs team at Inria has, over more than a decade, developed a recognised expertise in the simulation and animation of virtual crowds, combining agent-based crowd modelling, character animation, and perceptual evaluation to produce large-scale virtual populations that behave and move convincingly. This expertise is embodied in a set of software tools — including the open-source crowd simulation engine Umans — that are continuously extended and reused across the team's research projects, each of which brings its own requirements and use‑cases. Two projects currently illustrate this diversity. The ANR‑FNR project PEAR investigates how realistic virtual crowds can be deployed on‑site through Augmented Reality (AR), so that organisers of large‑scale events — music festivals, sporting ceremonies, urban celebrations — can move beyond desk‑based planning and experience crowd situations directly, from within a virtually populated version of their event site. The France 2030 project JUNN, on digital twins, relies on the same underlying crowd simulation capabilities to populate high‑fidelity virtual replicas of real environments. To support these projects, the Virtus team has a need to consolidate some of its existing software, develop novel functionalities, and extend its scope of usability (e.g., real‑time execution on AR hardware). This engineer position aims to address these issues: consolidating the team's crowd simulation software into a coherent, maintainable and reusable toolbox, contributing to the development of novel functionalities to edit in real‑time simulation trajectories to dedicated operational contexts, and contributing to porting these components to run in eXtended Reality (XR) to support use‑cases developed in the team’s current projects.
The recruited candidate will work in collaboration with other engineers and PhD students of the team, and contribute to the following missions depending on their own expertise; we therefore recommend that interested candidates apply even if they do not have expertise in all these areas as we are looking for motivated candidates that can bring their expertise to the general context of these projects. The current position is for a 18 to 24-month position, and the starting date is expected to be Januray 2027 (but flexible to some extend).
Missions will include:
Requirements for candidacy