Software Engineer & Researcher | Systems, Computer Graphics & Scientific Computing
📍 Rio de Janeiro, Brazil • 🏢 Instituto Tecgraf - PUC-Rio
I am a Software Engineer specializing in C++, Go, and High-Performance Computing, with a focus on computational geophysics software and computer graphics.
- 🔭 Current Work: Developing scientific and computational geophysics software at Instituto Tecgraf / PUC-Rio.
- 🎓 Academic Background: M.Sc. in Computer Science (research on Dynamic Difficulty Adjustment in Games).
- 🎮 Passions: Low-level systems, Ray Tracing & OpenGL, and Game Engines (Godot 4).
- 📜 Methodologies: Certified Scrum Master (CSM) & Certified Scrum Product Owner (CSPO).
| Systems & HPC | C C++ (Modern C++17/20) CUDA Go C# |
| Graphics & Vision | OpenGL GLSL Shaders Ray Tracing OpenCV Godot 4 Lua |
| Scientific & Tooling | Python (Data Science) LAS 2.0 Well Log Data Linux / Kernel Basics CMake |
| Practices & Architecture | Agile / Scrum (CSM, CSPO) Design Patterns & SOLID TDD & CI/CD GitHub Actions |
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Ray Tracer written from scratch in Go based on Ray Tracing in One Weekend.
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M.Sc. research implementation: Dynamic Difficulty Adjustment (DDA) algorithms in games.
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A LAS 2.0 compliant geophysical well log reader, visualizer, and editor.
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Practical demonstration of Test-Driven Development (TDD), unit testing, and CI/CD with Codecov in Go.
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- Configuring NeoVim plugins
- The experience of writing a ray tracer in Go
- Using Hoppscotch to test REST APIs
- Measuring program execution time in PowerShell







