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Hi, I'm José.
I'm . . . I'm a Graphics Ethusiast I'm an Hardware Enthusiast I'm an Hardware Geek I'm a Low-Level Enjoyer I Like C I'm Not an Artist Amongus
Hi, my name is José Fernandes. I'm 23 from Portugal and I'm about to finish my Masters in Informatics Engeneering at Minho University.
My thesis explored the rendering of particle-based fluids which resulted in a light and fast renderer as well as a voxel-based renderer with realistic raytraced lighting.
My current interests are Computer Graphics and High-Performance computing. Though I also enjoy language processing, automation and backend development.
I built my own custom desktop at 16 years old. This was the beggining of a fascination with computers which resulted in me enjoying working close to hardware using low-level languages and APIs.
Minho University. Grade Average: 16/20 (2016-2022)
In my masters I specialized in Computer Graphics and Parallel and Distributed Computing.
In the Computer Graphics half of the masters taught me how to write shaders, computer vision, and in the end of the first year gloabal illumination using Ray-Tracing
The Parallel and Distributed Computing. half focused on learning the architetures of GPU and CPUs on an hardware level while having a practical component focused on low-level optimizations, profiline and benchmarking, writting multithreaded code while exploiting hardware features such as SIMD and it's multiple cores or using multi-cpu machines in a cluster environment.
Real-time voxel-based renderer of a particle-based fluid simulation capable of handling multiple refractions as well as providing accurate color attenation.
Devolped as the second component of my masters thesis.
Technologies: Python, C++, GLSL, OpenGL, Lua
Pathraced global ilumination supporting multiple rays with multiple bounces, glossy materials and ray accumulation
Technologies: CUDA, OpenGL, GLSL, NVIDIA Optix
A project in which particles fall, and colide onto a scene and then are then accumulated on a texture which is then rendered using raycasting. The heightmap of the scene is generated using a top-down orthographic camera which enables the technique to work on any static scene.
Technologies: OpenGL, GLSL, Lua
Tesselated terrain generation with procederal grass generation on geometry shaders as well as the inclusion of some post processing in the form of lens-flare, bloom and chromatic aberration.
Technologies: OpenGL, GLSL
Reimplementation of the Terrain Generator which allows for higher view distance
Comparision of fluid with and without Caustics
Reimplementation of the Terrain Generator which allows for higher view distance
Here are some additional projects in which I've worked on at university.
Worked in a project for Accenture with their close supervision in a university project during my masters with the aim to prepare us to the business world. Here I worked on:
A personal cooking assistant with multiple recipes and voice controls. In this group project I did backend development.
Technologies: C#, Asp.Net Core, SQL Server, Javascript, Bootstrap