Curriculum Vitæ
Skills
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C++11/14/17
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Urban Procedural Modeling
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Object Oriented Programming
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Agile Software Development
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Python
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Javascript
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Coffeescript
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Computer Graphics
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OpenGL, glsl, webGL
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Three.js
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Universal Scene Description
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Git
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Cmake, Ninja
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Urban Reconstruction
Experience
Senior Software Engineer | |
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. | |
C++ Developer | |
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. | |
Research Engineer | |
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. | |
Design Software Engineer | |
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. | |
Software Developer - Freelancer | |
Development of an online interactive web tool for drawing floor plans with javascript and SVG. | |
Education
PhD in Informatics Engineering | |
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. | |
MsC in Informatics Engineering | |
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
Pagoda | |
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
Generalized Selections for Direct Control in Procedural Buildings | |
Diego Jesus, Gustavo Patow, António Coelho, António Augusto Sousa. | |
Procedural Modelling of Buildings with Shape Grammars | |
Featured article at GameDev.net | |
Layered Shape Grammars for Procedural Modelling of Buildings | |
Diego Jesus, António Coelho, António Augusto Sousa. | |
Towards Interactive Procedural Modelling of Buildings | |
Diego Jesus, António Coelho, António Augusto Sousa. | |
Modeling Urban Environments from Geospatial Data | |
Diego Jesus, António Coelho, Carlos Rebelo, André Cardoso | |
A Pipeline for Procedural Modelling from Geospatial Data | |
Diego Jesus, António Coelho, Carlos Rebelo, André Cardoso, António Augusto Sousa | |