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).
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.
Dual academic foundation at Politecnico di Torino bridging low-level computer engineering and high-performance computing with digital media and 3D visual computing.
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.
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.
Synergistic engineering and artistic capabilities: from low-level GPU pipelines and parallel computing to 3D modeling and automated software quality assurance.
High-performance GPU computing with NVIDIA CUDA, thread coalescing, shared memory hierarchy optimization, multi-core scaling via OpenMP, and scalable GNN inference acceleration.
Cinematic real-time environments, Lumen dynamic global illumination, Nanite virtualized geometry, Blueprints, Sequencer, and MetaHuman digital human framework.
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.
Polygonal and hard-surface 3D modeling, modular architectural environments, UV unwrapping, PBR lookdev texturing, and photorealistic Cycles rendering.
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.
Flagship 3D environments, real-time visual computing, and look development across Blender and Unreal Engine 5.
3D Modeling, UV Unwrapping, PBR Materials, and Photorealistic Rendering in Cycles
Complete 3D interior environment of an authentic historical western saloon, modeled entirely in Blender. Features modular architecture, intricately detailed props (poker tables with cards and chips, weathered wooden bar counter, brass chandeliers, second-floor balconies, and staircases), realistic PBR materials, and advanced atmospheric Cycles lighting showcased across cinematic camera shots.
Lumen Dynamic Global Illumination, Nanite Geometry, Digital Humans (MetaHuman), and Look Development
A photorealistic real-time Japanese garden and cliffside sanctuary environment built and lit in Unreal Engine 5. Leverages Lumen dynamic global illumination for physical indirect light bouncing, Nanite virtualized micro-polygon geometry for sub-pixel asset fidelity, volumetric fog with piercing sun god rays, procedural water surface shaders with caustics and Screen-Space Reflections (SSR), and instanced wind-animated foliage running live at interactive frame rates.
Nanite Geometry & Asian Architecture
Modular traditional East Asian wooden structures, hand-crafted roof tile geometry, and stone pagoda shrines perched over steep mountain cliffs. Optimized with Nanite geometry for smooth LOD transitions and sub-pixel micro-detail.
Pagoda Overlook • Nanite
Lumen Dynamic Global Illumination
Real-time multi-bounce indirect lighting powered by Lumen. Natural sunlight bounces off limestone steps, timber pavilions, and blooming cherry blossom foliage with physically calibrated exposure.
Zen Courtyard • Lumen GI
Water Caustics & Volumetric Fog
Procedural aquatic shader featuring dynamic caustics, SSR reflections, and floating lily pads. Volumetric scattering generates cinematic god rays through the gorge, verified live at 44.43 FPS in-engine.
Water & Caustics • 44.4 FPS
Low-level GPU acceleration kernels, parallel algorithms, graphics engines, and bare-metal embedded C implementations.
Syncing repositories from GitHub...
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.
Download my technical resume featuring academic background at Politecnico di Torino, GPU & graphics projects, and technical skills.