Federico Pintabona

High-Performance Computing, GPU Acceleration & 3D Real-Time Graphics

Master's student in Computer Engineering bridging low-level parallel hardware architectures (C++, CUDA, ARM) with real-time visual computing engines (OpenGL, GLSL, Unreal Engine 5, Blender).

HPC & GPU CUDA / OpenMP
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SHADERS & API OpenGL 3.3 / GLSL
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REAL-TIME Unreal Engine 5
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3D ART Blender / Cycles
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LOW-LEVEL ARM & RISC-V
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QA & TESTING pytest / Selenium

About Me

I am a Computer Engineering Master's Student at Politecnico di Torino, with a transversal background uniting high-performance parallel computing (C++, CUDA, low-level hardware architectures) and real-time 3D computer graphics (OpenGL, GLSL, Unreal Engine 5, Blender).

After completing my Bachelor's Degree in Cinema and Media Engineering at Politecnico di Torino, I pursued the Master's Degree in Computer Engineering at the same institution. This dual academic foundation empowers me to master both the mathematical and visual aspects of 3D rendering engines and lookdev pipelines, as well as software engineering, computer architectures, and hardware-accelerated computing on CPUs and GPUs.

Passionate about hardware optimization, memory bandwidth, and real-time graphics pipelines, I bridge the gap between engineering rigor and artistic vision — from writing coalesced GPU kernels and bare-metal microcontroller routines to sculpting photorealistic environments and authoring custom shader networks.

Federico Pintabona — Profile Picture
@FedePint PoliTo • Turin, IT

Academic Journey

Dual academic foundation at Politecnico di Torino bridging low-level computer engineering and high-performance computing with digital media and 3D visual computing.

Current • In Progress
Politecnico di Torino

Master's Degree in Computer Engineering

Laurea Magistrale in Ingegneria Informatica

Advanced specialization in High-Performance Computing (HPC), GPU acceleration using NVIDIA CUDA, CPU parallelism with OpenMP, computer architecture analysis (ARM, RISC-V), hardware optimization, software engineering methodologies, and automated testing frameworks.

High-Performance Computing NVIDIA CUDA OpenMP Multi-Threading RISC-V & ARM Architectures Pipeline Hazard Mitigation pytest & Selenium QA
Completed Degree
Politecnico di Torino

Bachelor's Degree in Cinema and Media Engineering

Laurea Triennale in Ingegneria del Cinema e dei Mezzi di Comunicazione

Deep foundation in computer graphics, real-time rendering pipelines, 3D modeling and animation, digital media technologies, lighting design, and virtual production. Formed the mathematical and artistic understanding of ray tracing, photon mapping, and asset pipelines.

Computer Graphics Rendering Pipelines 3D Modeling (Blender) Virtual Production Digital Media Technologies Lighting & Shading

Skills & Expertise

Synergistic engineering and artistic capabilities: from low-level GPU pipelines and parallel computing to 3D modeling and automated software quality assurance.

HPC Acceleration

Parallel Programming & HPC

High-performance GPU computing with NVIDIA CUDA, thread coalescing, shared memory hierarchy optimization, multi-core scaling via OpenMP, and scalable GNN inference acceleration.

Focus Thread Coalescing • Shared Memory • OpenMP
NVIDIA CUDA C++ Multi-Core OpenMP GPU Kernels Bandwidth Opt
Real-Time AAA

Unreal Engine 5

Cinematic real-time environments, Lumen dynamic global illumination, Nanite virtualized geometry, Blueprints, Sequencer, and MetaHuman digital human framework.

Focus Lumen GI • Nanite Meshes • MetaHuman Mocap
UE5 Lumen GI Nanite MetaHuman Blueprints
Graphics API

Computer Graphics & Shaders

Graphics pipeline programming with C++ and modern OpenGL 3.3, custom GLSL/HLSL shaders, Phong & PBR lighting models, mouse-to-world raycasting, and 3D spatial audio.

Focus Custom GLSL • PBR Pipeline • Raycasting
OpenGL 3.3 GLSL Shaders C++ Raycasting Pipeline
3D LookDev

3D Modeling & Assets

Polygonal and hard-surface 3D modeling, modular architectural environments, UV unwrapping, PBR lookdev texturing, and photorealistic Cycles rendering.

Focus Hard-Surface Modeling • Cycles Path Tracing
Blender Cycles Engine PBR Texturing Hard Surface
Low-Level Systems

Computer Architecture & ARM

Hardware-level pipeline optimization, instruction scheduling for Instruction-Level Parallelism (ILP), mitigation of data/control hazards, and bare-metal C on ARM Cortex-M3.

Focus Bare-Metal C • LPC1768 • ILP Hazard Mitigation
ARM Cortex-M3 RISC-V Assembly Bare-Metal C ILP Scheduling Hardware GLCD
Software Engineering

Software Engineering & QA

Rigorous software quality assurance: white-box unit test suites with pytest for backend logic verification, automated end-to-end browser UI testing with Selenium, and Git/GitLab workflows.

Focus pytest Suites • Selenium E2E • GitLab CI
Python pytest Selenium White-Box Testing Git & GitLab SSH Auth

Featured Projects

Flagship 3D environments, real-time visual computing, and look development across Blender and Unreal Engine 5.

Blender

3D Art & LookDev

3D Modeling, UV Unwrapping, PBR Materials, and Photorealistic Rendering in Cycles

Unreal Engine 5

AAA Real-Time & Virtual Production

Lumen Dynamic Global Illumination, Nanite Geometry, Digital Humans (MetaHuman), and Look Development

GitHub Repositories

Low-level GPU acceleration kernels, parallel algorithms, graphics engines, and bare-metal embedded C implementations.

3 Repositories
2 Total Stars
0 Forks Received
0 Followers
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Get in Touch

Currently pursuing my Master's Degree in Computer Engineering at Politecnico di Torino. I'm actively open to opportunities in High-Performance Computing, GPU acceleration, Computer Graphics, Technical Art, and Software Engineering.

GitHub github.com/FedePint
LinkedIn Disabled
Location Turin, Italy

Curriculum Vitae

Download my technical resume featuring academic background at Politecnico di Torino, GPU & graphics projects, and technical skills.

Download CV (PDF)