Curriculum Vitæ

Skills

  • C++11/14/17
  • Urban Procedural Modeling
  • Object Oriented Programming
  • Agile Software Development
  • Python
  • Javascript
  • Coffeescript
  • Computer Graphics
  • OpenGL, glsl, webGL
  • Three.js
  • Universal Scene Description
  • Git
  • Cmake, Ninja
  • Urban Reconstruction

Experience

June 2020 - Now Senior Software Engineer
Foundry Development of Nuke's Hydra Viewer.
In this role, my main task was to use Pixar USD and Hydra as Nuke's new 3D viewer. Working in an Agile environment with frequent releases for all three major platforms, I was responsible for the timely implementation of features such as converting existing materials to GLSL and modifying USD and Hydra to fit our requirements.
May 2019 - June 2020 C++ Developer
Torstone Technology Development of the Inferno post-trading platform back-end and GUI.
During this role, I used C++14 to meet high quality software development practices, while working in a large code base. Responsible for developing new features in a test driven development with continuous integration and frequent releases. Elaborated technical breakdown of new features to produce estimates for costumers.
October 2017 - May 2019 Research Engineer
Imagination Technologies Research optimisations for the company's GPUS.
Implementation of a regression system for the research team. Responsible for optimising the company's patented Tile Based Deferred Rendering with respect to the primitive processing.
February 2017 - October 2017 Design Software Engineer
Imagination Technologies Development and maintenance of the company's DirectX 12 driver.
Implemented driver features with accordance to the DirectX 12 standard which were tested against Microsoft's WHQL testing.
November 2014 - July 2015 Software Developer - Freelancer
3Decide Development of an online interactive web tool for drawing floor plans with javascript and SVG.

Education

2021 - 2018 PhD in Informatics Engineering
Faculty of Engineering, University of Porto Procedural Modelling, Sketch based interfaces for modelling
In my research work I integrated methodologies for procedural modelling of buildings with sketch based interfaces for modelling. Implemented several urban modelling methodologies, improving them to bring their expressiveness closer to what sketch based interfaces allow.
2006 - 2012 MsC in Informatics Engineering
Faculty of Engineering, University of Porto Computer Graphics, Game Development, Software Engineering.
My MsC project consisted of developing a methodology to bridge Geographical Information Systems and Urban Procedural Modelling tools to recreate existing cityscapes in the context of municipal planning and management.

Personal Projects

Open Source Pagoda
GitHub Open source procedural modelling written in C++17.
Pagoda allows users to specify graph based procedural rules which are executed to result in 3D geometries.

Publications

2018 - Journal Generalized Selections for Direct Control in Procedural Buildings
Computers & Graphics Diego Jesus, Gustavo Patow, António Coelho, António Augusto Sousa.
2016 - Online Procedural Modelling of Buildings with Shape Grammars
GameDev.net Featured article at GameDev.net
2016 - Journal Layered Shape Grammars for Procedural Modelling of Buildings
Visual Computer Diego Jesus, António Coelho, António Augusto Sousa.
2015 - Conference Towards Interactive Procedural Modelling of Buildings
31st Spring Conference in Comupter Graphics Diego Jesus, António Coelho, António Augusto Sousa.
2021 - Conference Modeling Urban Environments from Geospatial Data
In Proceedings of the third workshop on Procedural Content Generation in Games Diego Jesus, António Coelho, Carlos Rebelo, André Cardoso
2012 - Conference Poster A Pipeline for Procedural Modelling from Geospatial Data
In Eurographics 2012 Diego Jesus, António Coelho, Carlos Rebelo, André Cardoso, António Augusto Sousa