Work
Embark Studios
Game Programmer
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
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++
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
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