

As the son of two teachers, I have inherited a passion for sharing knowledge with others. What I really enjoy is making technically complex subject matter accessible to all.
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I have developed several training programs, with careful consideration about the way adults learn. The workshops integrate a mix of concepts, examples, hands-on experience and group discussions.
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I have had the privilege to share those workshops with close to a thousand trainees, from studios, broadcasters and post-production houses all over the industry, and it's always an awesome, two-way learning experience :-)
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TRAINING

Here is an overview of some of the workshops - customization is always possible to suit your needs ;-)
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1. ADVANCED IMAGING
Goal: Get a technical and practical understanding of the new imaging technologies driving the latest cameras, new theatrical systems like Dolby Vision and Atmos, as well as the upcoming UHD Phase 2 deployment in the home.
Module 1 - High Frame Rate Cinematography
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Understand the subjective and practical impact of shooting high frame rates. View several examples, live and pre-recorded, of comparative frame rates.
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Understand motion models and through the analysis of several movies, understand the impact of frame rate on image detail in 4K and beyond.
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Interactive workshop: Create HFR and standard frame rate images and compare them
Module 2 - 4K and 8K - Higher Spatial Resolutions
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Get an overview of all the different image resolution standards for large screen, digital cinema, home and mobile devices.
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Understand the 15 parameters that affect our capacity to create images that have high levels of detail, with several examples.
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Review the technical specifications of the top current digital cameras and understand how Digital Noise, Optical Low Pass Filtering, De-Bayering, Depth of Field, Motion Blur and compression affect image resolution.
Module 3 - High Dynamic Range and Color Gamut
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Understand the difference between Standard Dynamic Range and High Dynamic Range in display and capture
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Understand ACES and OpenEXR formats, and how they differ from DPX, H.264 and other non-HDR formats
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Get hands-on experience working on assets in 8-bit, 10-bit, 16-bit and 32-bit
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Understand how RAW capture differs from conventional video capture, and its impact on lighting, camera set-up and post-production
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Understand the difference between linear, S-Log, Cine-log and Hypergamma
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Understand the difference between REC 709, DCI P3, REC 2020 and ACES for color gamut and how they affect sets, costumes, natural and artificial lighting.
Module 4 - 3D Audio
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Get an overview of the evolution of audio in cinema and television - from mono to stereo, surround and 3D audio
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Understand the fundamental difference between multi-channel approaches and High-order-Ambisonic systems
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Understand soundscapes and sound objects, and how they integrate in a global 3D sound approach.
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2. VIRTUAL , MIXED AND AUGMENTED REALITY
Goal: Get a better understanding of the financial and creative aspects of VR/MR/AR through a pragmatic understanding of the technology; strengths, limitations, and impacts on all aspects of production, from concept to distribution.
Module 1 - What are VR, MR and AR
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Understand how navigation, interaction, seclusion and modelization define VR, MR and AR experiences
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Understand which immersive technologies are suited to your creative and business objectives
Module 2 - Capturing 360 video
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Overview of currently available VR capture rigs - strengths and limitations
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Interactive workshop: Capture of a 360 virtual reality image with a 360 rig
Module 3 - Post-production in 360 video
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Overview of the post-production workflow for 360 video
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Challenges in post-production with the current toolset
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Overview of the different plug-ins and tools currently available for post-production
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Interactive workshop: Post-production of a 360 virtual reality image.
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Module 4 - Quality Control for VR
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The 14 rules for creating quality VR experiences
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The 6 criteria of VR QC
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Interactive workshop: Quality control of actual VR and 360 video experiences
Module 5 - Distributing content
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Overview of the different distribution platforms: Youtube 360, Facebook, Vive, Oculus, Samsung
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Interactive workshop: Putting a VR experience online.