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index.xml
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<?xml version="1.0" encoding="utf-8" standalone="yes"?>
<rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom">
<channel>
<title>Home on Flavio Franzin</title>
<link>/</link>
<description>Recent content in Home on Flavio Franzin</description>
<generator>Hugo -- gohugo.io</generator>
<language>pt-br</language>
<lastBuildDate>Sat, 10 Feb 2018 18:56:13 -0500</lastBuildDate><atom:link href="/index.xml" rel="self" type="application/rss+xml" />
<item>
<title>A Raster-based Approach for Waterbodies Mesh Generation</title>
<link>/publications/a-raster-based-approach-for-waterbodies-mesh-generation/</link>
<pubDate>Fri, 08 Jan 2021 00:00:00 +0000</pubDate>
<guid>/publications/a-raster-based-approach-for-waterbodies-mesh-generation/</guid>
<description></description>
</item>
<item>
<title>Accurate Real-time Physics Simulation for Large Worlds</title>
<link>/publications/accurate-real-time-physics-simulation-for-large-worlds/</link>
<pubDate>Fri, 08 Jan 2021 00:00:00 +0000</pubDate>
<guid>/publications/accurate-real-time-physics-simulation-for-large-worlds/</guid>
<description></description>
</item>
<item>
<title>GPU-Based Rendering and Collision Simulation of Ground Vegetation in Large-Scace Virtual Scenarios</title>
<link>/publications/gpu-based-rendering-and-collision-simulation-of-ground-vegetation-in-large-scace-virtual-scenarios/</link>
<pubDate>Fri, 08 Nov 2019 00:00:00 +0000</pubDate>
<guid>/publications/gpu-based-rendering-and-collision-simulation-of-ground-vegetation-in-large-scace-virtual-scenarios/</guid>
<description></description>
</item>
<item>
<title>Procedural Editing of Virtual Terrains Using 3D Bezier Curves</title>
<link>/publications/procedural-editing-of-virtual-terrains-using-3d-bezier-curves/</link>
<pubDate>Fri, 08 Nov 2019 00:00:00 +0000</pubDate>
<guid>/publications/procedural-editing-of-virtual-terrains-using-3d-bezier-curves/</guid>
<description></description>
</item>
<item>
<title>GPU-Based Real-Time Procedural Distribution of Vegetation On Large-Scale Virtual Terrains</title>
<link>/publications/gpu-based-real-time-procedural-distribution-of-vegetation-on-large-scale-virtual-terrains/</link>
<pubDate>Thu, 08 Nov 2018 00:00:00 +0000</pubDate>
<guid>/publications/gpu-based-real-time-procedural-distribution-of-vegetation-on-large-scale-virtual-terrains/</guid>
<description></description>
</item>
<item>
<title>Uma Framework para distribuicao, gerenciamento e renderizacao de vegetacao em cenarios virtuais massivos em tempo real</title>
<link>/publications/uma-framework-para-distribuicao-gerenciamento-e-renderizacao-de-vegetacao-em-cenarios-virtuais-massivos-em-tempo-real/</link>
<pubDate>Thu, 08 Nov 2018 00:00:00 +0000</pubDate>
<guid>/publications/uma-framework-para-distribuicao-gerenciamento-e-renderizacao-de-vegetacao-em-cenarios-virtuais-massivos-em-tempo-real/</guid>
<description></description>
</item>
<item>
<title>Aplicacao de tecnicas procedurais em GPU para renderizacao de nuvens volumetricas em tempo real</title>
<link>/publications/aplica%C3%A7%C3%A3o-de-t%C3%A9cnicas-procedurais-em-gpu-para-renderiza%C3%A7%C3%A3o-de-nuvens-volum%C3%A9tricas-em-tempo-real/</link>
<pubDate>Wed, 08 Nov 2017 00:00:00 +0000</pubDate>
<guid>/publications/aplica%C3%A7%C3%A3o-de-t%C3%A9cnicas-procedurais-em-gpu-para-renderiza%C3%A7%C3%A3o-de-nuvens-volum%C3%A9tricas-em-tempo-real/</guid>
<description></description>
</item>
<item>
<title>Using Active Mediators and Passive Extractors Inside Materialized Data Integration Systems</title>
<link>/publications/using-active-mediators-and-passive-extractors-inside-materialized-data-integration-systems/</link>
<pubDate>Tue, 08 Nov 2016 00:00:00 +0000</pubDate>
<guid>/publications/using-active-mediators-and-passive-extractors-inside-materialized-data-integration-systems/</guid>
<description></description>
</item>
<item>
<title>Break Glass</title>
<link>/projects/creations/breaking-glass/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>/projects/creations/breaking-glass/</guid>
<description>.center { display: block; margin-left: auto; margin-right: auto; max-width: 95%; } .row { display: flex; margin-left: auto; margin-right: auto; max-width: 95%; } .column { flex: 33.33%; padding: 2px; } video { width: 100%; height: auto; display: block; margin-left: auto; margin-right: auto; } #player-overlay { position: absolute; display: none; top: 0; left: 0; width: 100%; height: 100%; background-color: #000; z-index: 999; } I prototyped two solutions for glass-breaking simulation.</description>
</item>
<item>
<title>Facial Recognition Optimization</title>
<link>/projects/creations/facematch/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>/projects/creations/facematch/</guid>
<description>* { box-sizing: border-box; } .img-container-x4 { float: left; width: 25%; padding: 1px; } .note { font-size: 13px; } .img-container-x4:hover img { float: left; width: 150%; padding: 1px; } .clearfix::after { content: ""; clear: both; display: table; } I proposed and improved a feature that compares millions of human faces to use GPU power, reducing the processing time from days to minutes.
Description
I recently made a breakthrough in the field of face recognition technology by migrating a feature that was previously limited to CPU to GPU processing.</description>
</item>
<item>
<title>Game Optimizations</title>
<link>/projects/creations/game-optimizations/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>/projects/creations/game-optimizations/</guid>
<description>* { box-sizing: border-box; } .video-container { float: left; width: 50%; padding: 2px; } .clearfix::after { content: ""; clear: both; display: table; } .center { display: block; margin-left: auto; margin-right: auto; max-width: 50%; } video { width: 95%; height: auto; display: block; margin-left: auto; margin-right: auto; } The client&rsquo;s new requirements added numerous game entities, drastically impacting the game&rsquo;s performance. In this context, for four months, I focused on investigating and fixing performance bottlenecks, improving the game&rsquo;s scalability, and bringing its performance to acceptable levels again.</description>
</item>
<item>
<title>Grass Deformation</title>
<link>/projects/creations/grass-and-terrain-deformation/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>/projects/creations/grass-and-terrain-deformation/</guid>
<description>* { box-sizing: border-box; } .img-container { float: left; width: 25%; padding: 2px; } .video-container { float: left; width: 50%; padding: 2px; } .clearfix::after { content: ""; clear: both; display: table; } .center { display: block; margin-left: auto; margin-right: auto; max-width: 50%; } I developed a solution for the real-time long-lasting grass deformation according to the vehicles' and characters' movements.
In real-world battlefields, vehicle tracks are dangerous as they can reveal position to enemies.</description>
</item>
<item>
<title>Modeling (Blender)</title>
<link>/projects/creations/blender_modeling/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>/projects/creations/blender_modeling/</guid>
<description>* { box-sizing: border-box; } .img-container-x4 { float: left; width: 33%; padding: 1px; } .img-container-x4:hover img { float: left; width: 150%; padding: 1px; } .clearfix::after { content: ""; clear: both; display: table; } Some results that I achieved using Blender, purely for educational purposes and to explore the tool&rsquo;s potentials.
M107
Flamethrower
Mossberg</description>
</item>
<item>
<title>Procedural 3D - Houdini</title>
<link>/projects/creations/houdini/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>/projects/creations/houdini/</guid>
<description> * { box-sizing: border-box; } .img-container-x4 { float: left; width: 25%; padding: 1px; } .img-container-x4:hover img { float: left; width: 150%; padding: 1px; } .clearfix::after { content: ""; clear: both; display: table; } Some results that I achieved using Houdini, purely for educational purposes and to explore the tool&rsquo;s potentials.
Dusty terrain
Fiery terrain
Irregular Ground stone
</description>
</item>
<item>
<title>Procedural Bridge System</title>
<link>/projects/creations/procedural-bridge-system/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>/projects/creations/procedural-bridge-system/</guid>
<description>* { box-sizing: border-box; } .img-container-x3 { float: left; width: 33%; padding: 1px; } .img-container-x1 { float: left; width: 49.5%; padding: 1px; } .img-container-x3:hover img { float: left; width: 150%; padding: 1px; } .img-container-x1:hover img { float: left; width: 150%; padding: 1px; } .clearfix::after { content: ""; clear: both; display: table; } .center { display: block; margin-left: auto; margin-right: auto; max-width: 85%; } .left-arrow-container { display: flex; align-items: center; justify-content: center; } .</description>
</item>
<item>
<title>Procedural Materials - Substance Designer</title>
<link>/projects/creations/substance_designer/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>/projects/creations/substance_designer/</guid>
<description>* { box-sizing: border-box; } .img-container-x4 { float: left; width: 25%; padding: 1px; } .img-container-x4:hover img { float: left; width: 150%; padding: 1px; } .clearfix::after { content: ""; clear: both; display: table; } Some materials created with Substance Designer, primarily focused on learning the tool and also furthering my proficiency in procedural generation.
Aged Wood
Muddy with Trails</description>
</item>
<item>
<title>Procedural Vegetation System</title>
<link>/projects/creations/procedural-vegetation-system/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>/projects/creations/procedural-vegetation-system/</guid>
<description>* { box-sizing: border-box; } .img-container-x4 { float: left; width: 33%; padding: 1px; } .img-container-x4:hover img { float: left; width: 150%; padding: 1px; } .clearfix::after { content: ""; clear: both; display: table; } video { width: 70%; height: auto; display: block; margin-left: auto; margin-right: auto; } I designed and developed a robust GPU-based vegetation system capable of handling thousands of plants efficiently in real-time.
Description
In small environments, the decoration is typically handled by artists or designers, enabling precise control and aesthetically pleasing results.</description>
</item>
<item>
<title>Sculpting (ZBrush)</title>
<link>/projects/creations/zbrush_sculpting/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>/projects/creations/zbrush_sculpting/</guid>
<description> * { box-sizing: border-box; } .img-container-x4 { float: left; width: 33%; padding: 1px; } .img-container-x4:hover img { float: left; width: 150%; padding: 1px; } .clearfix::after { content: ""; clear: both; display: table; } Some results that I achieved using ZBrush, purely for educational purposes and to explore the tool&rsquo;s potentials.
Octopus
Pumpkin Head
Sword
</description>
</item>
<item>
<title>Search Results</title>
<link>/search/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>/search/</guid>
<description>This file exists solely to respond to /search URL with the related search layout template.
No content shown here is rendered, all content is based in the template layouts/page/search.html
Setting a very low sitemap priority will tell search engines this is not important content.
This implementation uses Fusejs, jquery and mark.js
Initial setup Search depends on additional output content type of JSON in config.toml
[outputs] home = [&#34;HTML&#34;, &#34;JSON&#34;] Searching additional fileds To search additional fields defined in front matter, you must add it in 2 places.</description>
</item>
<item>
<title>Vector Data Access Optimization</title>
<link>/projects/creations/vector-feature-map/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>/projects/creations/vector-feature-map/</guid>
<description>video { width: 70%; height: auto; display: block; margin-left: auto; margin-right: auto; } #player-overlay { position: absolute; display: none; top: 0; left: 0; width: 100%; height: 100%; background-color: #000 z-index:999; } I developed a dynamic data structure to optimize access to mass datasets of polygons and polylines. This structure accelerated terrain rendering by an average of +80%.
In military simulations, mass GIS (Geographic Information System) datasets are a common resource used to represent features like forests, lakes, roads, and rivers through polygons and polylines.</description>
</item>
<item>
<title>Vehicles creation - 3D artist</title>
<link>/projects/creations/astros_vehicles/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>/projects/creations/astros_vehicles/</guid>
<description> * { box-sizing: border-box; } .img-container-x4 { float: left; width: 49%; padding: 1px; } .img-container-x4:hover img { float: left; width: 150%; padding: 1px; } .clearfix::after { content: ""; clear: both; display: table; } Full creation of low-poly vehicles constituting the Brazilian Astros II (Artillery SaTuration ROcket System) battery.
3D Modeling: Blender UV Unwrapping: Blender Level of Details (LOD): Blender (Decimate tool) Texturing: Substance Painter Bake: Blender (Normal and Ambient Occlusion map) Real-time dynamic animation: Code Antennas (Blend shapes and C#) Mechanical arm (Inverse kinematics with C#) Leveling pistons (C#) Tailgate (C#) </description>
</item>
<item>
<title>Volumetric Procedural Clouds</title>
<link>/projects/creations/clouds/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>/projects/creations/clouds/</guid>
<description>* { box-sizing: border-box; } .img-container-x4 { float: left; width: 49%; padding: 1px; } .img-container-x4:hover img { float: left; width: 150%; padding: 1px; } .clearfix::after { content: ""; clear: both; display: table; } video { width: 70%; height: auto; display: block; margin-left: auto; margin-right: auto; } I created a volumetric procedural clouds using the ray-marching technique.
Description
I developed a real-time volumetric cloud rendering solution using ray-marching technique for my BSc project inspired by the Guerrilla team&rsquo;s proposal.</description>
</item>
<item>
<title>Water planes mesh generation</title>
<link>/projects/creations/water-bodies-meshes-generation/</link>
<pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate>
<guid>/projects/creations/water-bodies-meshes-generation/</guid>
<description>.center { display: block; margin-left: auto; margin-right: auto; max-width: 95%; } .row { display: flex; margin-left: auto; margin-right: auto; max-width: 95%; } .column { flex: 25%; padding: 2px; } I designed and guided an intern in developing a tool to generate polygonal meshes from mass polygons and polylines datasets, representing rivers (lines) and lakes (polygons) in large-scale scenarios.
Description
The purpose of this tool is to replace an outdated solution that struggled with scalability issues at entity junctions, such as river-river (line-line, on the left), rivers-rivers (lines-lines, in the middle), and river-lake (line-polygon, on the right).</description>
</item>
</channel>
</rss>