./guilherme_novaes.sh
EN | PT | JP
Guilherme Apolinário Silva Novaes
std::cout << "Hello, World!";

GUILHERME
APOLINÁRIO SILVA NOVAES

Postdoctoral Researcher | Graphics Programmer

01. About_Me

Postdoc at USP. PhD in Image Processing, MSc in Microelectronics. I build game engines from scratch in Vulkan and teach Computer Graphics for a living.

When I'm not debugging shaders at 3am, I'm probably cosplaying Luffy at a dive bar or grinding levels off Metal Slimes in Dragon Quest. Honestly, a Metal Slime fleeing is still less frustrating than a Vulkan validation error.

I also accidentally went viral on YouTube once (55k views, don't ask about the topic).

02. Tech_Stack

skills.json
gui@portfolio:~$ cat skills.json
{
"Languages": ["C++17", "C", "GLSL", "VHDL", "Python"],
"Graphics_&_Compute": ["Vulkan 1.3", "CUDA", "OpenCL", "FPGA"],
"Domains": ["Engine Arch", "Deferred Shading", "Image Processing"],
"Human_Languages": ["pt-BR", "en-US", "ja-JP", "es-ES"]
}
_

03. Experience_&_Education

LinkedIn

Lecturer & Laboratory Lead

Universidade Católica de Santos (UniSantos) | 2021 - Present

Leading research projects in Computer Graphics and GPU-Accelerated Visual Computing. Instructing courses on Distributed Systems, Computer Graphics, Image Processing, Real-Time Rendering, and GPU Programming (CUDA/OpenCL). Focus on bridging applied engineering with academic rigor.

Postdoctoral Researcher

Universidade de São Paulo (USP) | 2025 - Present

Focused on real-time downscaling and severe moiré pattern removal. Developing computationally lightweight algorithmic techniques without Deep Learning to provide pristine inputs for upscalers (like DLSS), effectively eliminating moiré and shimmering artifacts.

Computer Vision Engineer

Confidential Logistics & Automation Project | 2025

Developed and optimized real-time Computer Vision systems for a critical 24/7 industrial environment. Focused on high-performance image processing, detection algorithms, and robust hardware-software integration with low latency.

Data Specialist (GPU Accelerated Pipelines)

Hospital das Clínicas da USP | 2020 - 2024

Built large-scale image processing pipelines for 3D volumetric datasets. Developed GPU-accelerated deep learning models for image segmentation, applying high-performance computing skills directly transferable to game engine texture processing and real-time visualization.

Ph.D. in Image Processing & Visual Computing

Universidade de São Paulo (USP) | 2020 - 2024

Thesis focused on advanced image processing and visual computing algorithms. Developed high-performance pipelines and established foundational research in applied computer graphics.

M.Sc. in Microelectronics

Universidade de São Paulo (USP) | 2017 - 2019

Electrical Engineering program with focus on Microelectronics. Developed research on task mapping and placement optimization for dynamically reconfigurable Network-on-Chip (NoC) systems using AI-driven optimization (Tabu Search).

B.Sc. in Computer Science

Universidade Católica de Santos (UniSantos) | 2012 - 2015

Built the foundation in low-level programming and software architecture. For the final thesis, developed an AI-driven MIDI music generator using Genetic Algorithms and Self-Organizing Maps (SOM).

"Yes, I have two patents and published in IEEE. I also have 100% achievements in Final Fantasy VI. Both required the same level of obsession."

04. Projects_&_Research

Eruption Engine

Proprietary 2.5D Pixel-Art Renderer

A proprietary 2.5D Pixel-Art game engine built from scratch. Features dynamic rendering, bindless descriptors, deferred shading (5 G-Buffers), and compute shaders for real-time physics and lighting. Developed entirely in C++17 / Vulkan 1.3. The engine is cross-platform, with all performance benchmarks and core testing conducted natively in a Linux environment. It is named as a tribute to Van Halen's legendary guitar solo, playing on the words "Vulkan" (Volcano) and "Eruption".

:: Note: Demonstrations use temporary third-party assets to showcase the rendering pipeline. The proprietary engine architecture, Vulkan backend, and real-time shading systems are the core focus.

Eruption Engine Screenshot 01

High-Concurrency Server Architecture

C/C++ Network

Over a decade of experience maintaining and heavily modifying high-concurrency open-source MMORPG servers (rAthena, Hercules). Re-engineered server architecture to handle RTS-like mechanics, including low-level socket programming, multithreading, and rapid packet processing for thousands of concurrent connections.

AI-Driven Halftone System

Patent BR10202600565

Hold a registered patent for a high-resolution halftone system leveraging Deep Learning (TensorFlow/CUDA). Validated in academic circles with direct applications to game engine texture upscaling.

FPGA NoC Hardware Optimization

Patent BR1020220061947

Developed a patented method for task mapping and module placement in Network-on-Chip (NoC) systems for programmable integrated circuits (FPGAs) using Adaptive Tabu Search algorithms. Published in IEEE LASCAS.

# VHDL · FPGA · Combinatorial Optimization

Medical Imaging AI (MAMOs)

Clinical Oncology

Applied GPU-accelerated deep learning to handle large 3D volumetric medical datasets. Focus on end-to-end training of convolutional networks for cancer detection in mammography. Published in the Journal of Clinical Oncology.

# Deep Learning · Volumetric Rendering · Image Processing

05. Personal_Interests

Santos, SP

:: Hometown

Based in the coastal city of Santos, Brazil. The balance between a quiet coastal life and high-performance computing provides the perfect environment for deep focus and research.

MTG 1
MTG 2
MTG FF

:: Tabletop Strategy

Avid collector and player of Magic: The Gathering. The deep strategic deck-building and complex rule interactions share a strong parallel with software architecture and optimization.

Guitar Cover

:: Music & Instruments

Playing guitar, bass, and drums is my primary creative outlet outside of programming. I specialize in recreating and covering classic J-RPG soundtracks.

Luffy Cosplay

:: Anime & Cosplay

Deeply involved in the anime and gaming community. While my cosplay experience is focused on Monkey D. Luffy, my favorites span from Gintama and One Piece to Saint Seiya.

Houndoom

:: Pokémon

Favorite Pokémon: Houndoom (ヘルガー)

Van Halen Frankenstrat

:: Audio Engineering & DSP

Favorite Band: Van Halen, and I even have a custom blue Frankenstrat guitar! I've been playing guitar since 2009 and working with audio engineering and production since 2015. I bridge this passion with programming by developing custom C++ plugins based on Digital Signal Processing (DSP).

Japanese Language

:: Japanese Language 4 Years

Completed 4 years of formal Japanese language studies. I maintain my Japanese comprehension through daily immersion in games, manga, and technical documentation. I am also actively resuming formal studies to achieve full professional fluency.

Steam Profile

All-Time Favorite Games: Final Fantasy VI, Final Fantasy Tactics, and Ragnarok Online.

Steam Profile