CS PhD canditate | filipedecn@gmail.com | github | linkedin

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Skills

  • C, C++ (proficient), Python
  • OpenGL, CUDA, OpenFoam, OpenVDB, OpenUSD, Houdini’s HDK
  • Recent interests: Vulkan, M. Learning

Education

  • PhD’s degree in Computer Science (2017 - 2024)
    • Institute of Mathematics and Computer Science (ICMC)
    • University of São Paulo (USP), São Carlos, São Paulo, Brazil
  • Master’s degree in Computer Science (2013 - 2016)
    • Institute of Mathematics and Computer Science (ICMC)
    • University of São Paulo (USP), São Carlos, São Paulo, Brazil
  • Bachelor of Computer Science (2008 - 2012)
    • Institute of Mathematics and Computer Science (ICMC)
    • University of São Paulo (USP), São Carlos, São Paulo, Brazil

Professional Experience

  • RnD Software Engineer at Blizzard Entertainment (Jan 2023 - Present)
    • Worked on C++ 3D tools for cinematics at Blizzard Animation
    • Optimization and extension of the proprietary hair system, including the re-design of data structures, research of interpolation methods, and implementation of visual debugging tools
    • Houdini and Katana plugin C++ development
    • Integration of OpenUSD into existing code
  • Software Engineering Intern at Google Inc. (YouTube) (Jan 2016 - Mar 2016)
    • Worked on 360^o video support on Sony’s PlayStation 4 VR

Research Experience

  • Digital Animation of Powder Snow Avalanches (2017 - Present)
    • Graduate Research supported by FAPESP
    • Applied CFD to solve geophysical equations to simulate avalanches
    • Processed geometric models of real and procedural terrain
    • Developed data structures for simulation meshes and volumetric data conversion
    • Developed a method for converting non-regular grid volumetric data into OpenVDB data
    • Developed in C++ with OpenFOAM
    • Supervisor: Afonso Paiva
  • RBF Liquids: An Adaptive PIC Solver Using RBF-FD (2018 - 2020)
    • Published: ACM Siggraph Asia 2020 | ACM Transactions on Graphics
    • Research on fluid simulation
    • Developed a dynamic adaptive spatial data structure
    • Developed an PIC based method using RBF-FD
  • Multimaterial Fluid Simulation for Computer Graphics (Sep 2014 - Feb 2015)
    • Visiting Scholar at University of Waterloo (UW), Waterloo, Ontario, Canada
    • Developed methods to geometrically solve the dynamic intersection of triangular meshes
    • Such algorithms were used to handle the interaction between different fluids.
    • Supervisor: Christopher Batty
  • Approximating implicit curves on plane and surface triangulations with affine arithmetic (AA) (2013 - 2014)
    • Published: Computers & Graphics Journal (CAG), Volume 40, Pages 36–48.
    • Developed a spatially and geometrically adaptive method over 3-dimensional triangulations
    • The mesh is adapted to the implicit object so a reliable intersection is generated
  • Approximating implicit curves on triangulations with AA 2012
    • Published: Proceedings XXV SIBGRAPI Conference on Graphics, Patterns and Images. IEEE Press: IEEE Press, 2012. p. 94-101.
    • Applied an adaptive method based on Affine Arithmetic computations
  • Reliable polygonal approximation of implicit curves (2011 - 2012)
    • Undergraduate Research supported by FAPESP
    • Supervisor: Afonso Paiva

Extracurricular Activities

Programming Contests

  • Participating as coach:
    • ACM-ICPC 2014 World Finals (2013 - 2014)
    • ACM-ICPC Latin America Regional Contest (1st Place) 2013
  • As competitor participated in:
    • ACM-ICPC Brazilian Regional Contest (2009 - 2012)
    • ACM-ICPC Latin America Regional Contest 2009

Teaching Assistant

  • Fundamentals of Programming Course (Jan - Jul 2019)
  • Fundamentals of Programming Course (Jan - Jul 2018)
  • Advanced Algorithms Laboratory Course (Mar - Jul 2013)