Work

Embark Studios

Game Programmer

2021-02-22 — Present

UE4 tooling, ML agent physics

  • Extended Unreal Engine (UE4) FBX import pipeline to support skeletal collision information import and handle joint constraint settings merge, accelerating the iteration speed of two AAA game projects
  • Fixed multiple parts of a physically-based animated (PBA) agent, trained via reinforcement learning: perception data, spatial data and joint handling
  • Engineered a large physical simulation change in the PBA agent, requiring low-level physics engine interfacing, updating joint drive control systems and retraining

Ascent Robotics

Senior Software Engineer

2017-11-01 — 2021-02-16

3D simulation for machine learning, middleware, and CI

  • Involved in the design and development of a 3D simulator in Unreal Engine 4 for autonomous driving R&D, used by the company research team to train and validate autonomous driving models in a distributed environment.
  • Integrated RPC and MSGpack in the simulator to allow external control of the simulation, used also in the sister project for robotics simulation, effectively providing a remote interface for all in-house simulators
  • Handled multi platform deployment of the simulator, while also maintaining the CI pipeline, allowing it to be used on both Windows and Linux.
  • Lead a 4 person team for a scenario generation project for distributed adversary training, managing work between two technical artists and two software engineers.
  • Handled fixing, automatization, containerization and CI for a semantic map importing pipeline for an OpenSource simulator, removing all manual steps for internal distribution of ML training and validation maps
  • Implemented an import and distribution pipeline for 3D assets for a machine learning training simulation for robotics, allowing for extending the data generation to the end user without the use of Unreal Editor

FLIR Integrated Imaging Solutions

Software Developer, C++

2015-07-01 — 2017-10-30

Multiplatform desktop application, Stereo cameras SDK, Smart camera embedded system, and testing

  • Developed a multiplatform application using Qt 5.7 to demonstrate the capabilities of FLIR’s Triclops SDK for stereo camera interfacing and depth computation, using OpenGL for point cloud visualization
  • Released a new major version of Triclops SDK by integrating OpenCV in stereo techniques, reimplementing core routines in Intel SIMD, and improving the company’s stereo process speed by 22% and valid disparity pixel by 28%
  • Overhauled build system, cutting the build time by almost a half, and standardized packaging to the official Debian guidelines
  • Tested multiple stereo-based depth reconstruction algorithms on PC and assisted in their deployment on an FPGA SoC for a smart camera product

University of Trento

PhD Student

2012-11-01 — 2015-06-30

Game design for long-term behaviour change research, Computer architecture teaching, and game prototyping

  • Computer Architecture teaching assistant, handled all practical content of the course, wrote teaching material, prepared and graded exams for 150 students/year
  • Visiting Junior Researcher at Tokyo Institute of Technology, developed a prototype in Unreal Engine 4 for body-area network motion tracking data rendering

Education

University of Trento

Computer Science, M.Sc.
2010-09-01 — 2012-09-01
Courses
  • 145052 - Concurrency Theory
  • 145071 - Real time operating systems and middleware
  • 145049 - Computability

Technical University of Denmark

Computer Science, Erasmus period (M.Sc.)
2011-08-25 — 2011-12-24
Courses
  • 02825 - Introduction to Computer Game Prototyping
  • 02561 - Computer Graphics - Introduction
  • 02562 - Rendering - Introduction

University of Trento

Computer Science, B.Sc.
2006-09-01 — 2010-09-01
Courses
  • 45339 - Functional Computer Programming
  • 45315 - Computer Architecture
  • 45313 - Algorithms and Data Structures

Awards

Jury Prize

CHIPlay 2014 Student Game Competition

2014-10-22

OHR and Radiant Square

Publications

Serious Games for Large-Scale Image Sensing

Published by International Conference on Serious Games
2015-09-16

Paper outlining some basic mechanics in serious games that can be explored for the purpose of data collection for large-scale image sensing.

OHR

Published by Proceedings of the first ACM SIGCHI annual symposium on computer-human Interaction in Play
2014-10-20

OHR is a puzzle and platform game, based on both classical mechanics and tangible interaction, powered by Unity3D and a custom-built hardware interface called Radiant Square (Radiant2).

Tangible and Graphical Game Interfaces: An Experimental Comparison

Published by Games User Research: A Case Study Approach
2017-12-19

Study of the advantages and disadvantages of tangible interfaces applied to video games as compared to graphical interfaces.

Developing a sensor to measure the quality of ADBLUE®

Published by Proceedings of the event IPSP2014: Industrial Problem Solving with Physics
2014-11-01

One week project to develop a sensor and an embedded control platform for ADBLUE® measurement in car exhaust pipelines.

Skills

Programming languages

C++, Rust, Bash Scripting, and Python 3

Technologies

Git, Unreal Engine 4, and GNU/Linux

High-Level skills

Multiplatform development, CI pipelines, Software development life cycle, Build Systems, and Real-Time Image Processing

Languages

Italian

Native

English

Fluent

Japanese

Beginner