Filipe Nascimento is an R&D software engineer and computer graphics researcher with 11 years of experience bridging academic rigor and production animation systems. He holds a PhD in Computer Graphics from USP and has built core simulation and geometry tools—from CFD-based avalanche simulations and OpenVDB conversion pipelines to multi-material fluid solvers and mesh intersection algorithms—often implemented in C++ and integrated with industry tools like Houdini HDK and USD. Now on Blizzard’s Cinematics R&D team, he focuses on optimizing proprietary hair systems and shipping research into production pipelines. His background spans internships at YouTube and a visiting scholar stint at Waterloo, revealing a pattern of turning complex physical simulation research into practical animation technology. Outside obvious research credentials, he brings a deep knack for geometric data structures and volumetric data conversion that improves both performance and artist workflows.
11 years of coding experience
7 years of employment as a software developer
Doctor of Philosophy - PhD Computer Graphics, Doctor of Philosophy - PhD Computer Graphics at USP - Universidade de São Paulo
Contributions:386 commits, 8 PRs, 357 pushes in 5 years 2 months
utitlity
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Filipe Nascimento - R&D Software Engineer at Blizzard Entertainment