Experience

  1. Senior R&D Software Engineer

    Blizzard Entertainment

    Responsibilities include:

    • Fluid simulation development (thin sheet preservation, particle reseeding);
    • Highly-optimized rigid align tools for visual effects in Houdini.
    • Development of CG tools for Effects in Maya and Houdini, and for Lighting and Rendering in Katana.
    • Development and integration of a spatial particle search library in C++ and CUDA.
    • Responsible for supporting the Lighting Dept. in using Redshift and Pixar’s Renderman from Houdini & Katana.
    • Development of render procedurals, render plugins, and nodes and operators for Katana.
    • Creation of a crowd interface between Golaem, Blizzard custom assets and Katana, used in Diablo IV Cinematic.lorem ipsum dolor sit amet, consectetur adipiscing elit
  2. Software Engineer

    Rooster Teeth Animation
    • C++ physics-based spring animation system in Maya for hair and cloth animation with Python bindings (Boost.Python).
    • Unreal Engine 4 Plugin Development in C++: mesh preprocessing and compatibility layer with Maya.
    • Python and C++ software tools development to support Animation Production using the Maya API.
    • USD prototyping and experimentation for adoption in production.
  3. Graphics R&D Software Engineer

    Framestore Ltd.
    • Worked on extending and maintaining the in-house fluid simulation tool, fLush (a fork of Naiad).
      • Added collider instancing support for more efficient memory usage.
      • Introduced artist-friendly force fields to affect the simulation, with Maya OpenGL viewport icons.
      • Created a Geometry Spreadsheet in Qt to allow for inspection of particle and volume fields.
    • Trained FX TDs and non-technical artists on how to work with the fluid simulation software.
    • Screen credit on Alien: Covenant (Ridley Scott, 2017).
  4. R&D FX Software Developer Intern

    DreamWorks Animation
    • Developed a Houdini plugin for fluid self-advection with OpenVDB.
    • Implemented geometry deformation tools using polygon warping and volumetric morphing algorithms.
    • Created and deployed installer scripts for OpenVDB on the Homebrew (brew.sh) infrastructure for Mac OS X.
  5. Software Developer

    Credit Suisse Investment Bank
    • Banking and fixed income trading software development in C#, SQL Server and .Net technologies on a Microsoft Windows platform using Visual Studio.
    • Intern until Jan 2021. Full-time from then on.

Education

  1. PhD Computer Science and Computational Mathematics

    University of São Paulo

    Physical simulation research on physically-based animation, advised by Prof. Afonso Paiva.

    • Thesis topics:
      • Cloth Simulation and numerical methods for partial differential equations - finite elements and finite volume method.
      • Constitutive modelling and rigid body dynamics, using Nvidia PhysX and custom solutions in C++/MPI.
      • Multigrid methods for the solution of large-scale linear systems.
  2. MSc Computer Science

    Drexel University
  3. BEng Computer Engineering

    Federal University of São Carlos