2026
Researcher · Tecgraf / PUC-Rio · Rio de Janeiro
I'm a Researcher at Tecgraf. My research interests are mostly related to real-time Computer Graphics, Machine Learning, Games and Virtual Reality. My current focus is neural representations for real-time Computer Graphics, particularly Neural Implicit Representations.
30 entries · journals, conferences, books and preprints
2026
2025
SIBGRAPI 2025 · Tutorial
2024
Computers & Graphics
CVPR 2024 Workshops · LatinX in AI
2023
Computers & Graphics
SIBGRAPI 2023
2022
Computers & Graphics
SIBGRAPI 2022
Synthesis Lectures on Visual Computing · Morgan & Claypool
2021
GPU Technology Conference (GTC) 2021
Ensaios Matemáticos · Sociedade Brasileira de Matemática
33rd Brazilian Mathematics Colloquium
2020
Graphics Interface 2020
American Mathematical Society
2019
SIBGRAPI 2019 · Workshop of Theses and Dissertations
2014
SIBGRAPI 2014 · Workshop of Theses and Dissertations
Ray-VR investigates the use of recent capabilities of modern GPUs that implement ray tracing in real time. It combines those features with virtual reality to explore new forms of immersive visualization and interaction — in particular, new methods for intuitive exploration of landscapes featuring non-trivial geometry and topology.
Proceduray is an engine for real-time ray tracing of procedural geometry. Its motivation is the current lack of mid-level abstraction tools for scenes with primitives involving intersection shaders, which impose strict engine design choices because they need flexibility in the shader table setup. Proceduray aims for a fair tradeoff between that flexibility and productivity, and to be didactic: shader table behaviour is confusing because the parameters indexing it come from different parts of a system, spanning both host and device code.