Freelancer: since 2016

  • Mobile game development
  • Open source development/contributions
  • Invest in professional development
    • Discover, study, learn, apply...
    • Git, CMake, C++, Catch, Android, Urho3D, Box2D, Travis, AppVeyor, Codecov, cppcheck

    CERN / University of Oregon: 2015 – 2016
    CERN (Fellowship): 2012 – 2015

    Software engineer for ATLAS' HLT/TDAQ (High Level Trigger and Data AcQuisition)

  • HLT Algorithm Integration coordinator
    • Interface with TDAQ
    • Interface with operations
  • Responsible for Design, Development, validation, and maintenance of multiple Trigger Core Software elements, with a focus on HLT/DAQ software integration
    • Upgrade of previous software for Run 2 of the Large Hadron Collider (LHC)
    • Level 2 and Event Filter merger into the new unified HLT – many new features, redesigned internals, and performance emphasis for real-time execution
    • Integration into new multi-processing HLT online application – exploiting copy-on-write (CoW) through late stage forking in a farm of 17000 cores; interfacing with diverse components in a heterogeneous, cooperative distributed environment
    • Extensive code overhaul and rationalization
    • Commissioning of the HLT system.

  • Author of athenaHLT – online emulator to host the HLT in an offline environment – widely used by the ATLAS collaboration
    • Last means for testing physics algorithms and HLT framework elements, before they are run in a partition.
    • Used for trigger reprocessing
    • Wraps the HLT in an internal emulation of the online world – automatically launches, manages, and cleans up required external processes
    • Python engine delegates to C++ bindings to communicate with the HLT
    • Rich and customizable batch and interactive modes
    • Gracefully handles error conditions
    • Smooth operation (with intensive use)

  • Received the ATLAS Outstanding Achievement Award
  • Nagravision (Kudelski Group) : 2010 – 2012

    R&D Software Engineer.

  • Design, development, unitary validation, and maintenance of Head End (HE) software – the core of any of the diverse offered secure Pay TV solutions. Work on multiple projects/releases, with the following main responsibilities:
    • Contributing with architectural opinions and suggestions (regarding new features), from the viewpoint of (lower-level) design and implementation
    • Proposing solutions, on the levels of design and implementation, assuming the responsibility of reporting analysis and proposals, crucially influencing final decisions;
    • Implement these solutions, in complex environments that integrate multi-processing and multi-threading approaches, by mixing C++ (with CORBA and the ACE library) and PL/SQL (Oracle), along with some light scripting in Perl.

    CERN (Agência de Inovação): 2008 – 2010

    Software engineer for ATLAS' HLT/TDAQ projects.

  • Nation-wide Portuguese internship program
  • Design, Development, Validation, and Maintenance of three packages:
    • HLTTestApps – part of the HLT project, contains the tools athenaMT/athenaPT – older and more rudimentary versions of athenaHLT that were adapted to the previous HLT/DAQ systems
    • Histmon – part of the TDAQ project, it was crucial for the monitoring of ATLAS' operation in LHC's Run 1. A multithreaded approach provided Dataflow and Trigger clients with the histogram publishing service
    • Runner – also part of the TDAQ, this tool automatically runs HLT enabled partitions in distributed environments and collects the results (logs, histograms, etc.) from different hosts. It starts and controls different processes over several hosts and it ensures proper cleanup in all cases.
  • Dataflow Upgrade project – the precursor of the new HLT/TDAQ later employed in Run 2
    • Design, development, and validation of 4 of the 14 work packages established for the Dataflow Evolution Prototype
  • ATLAS' TDAQ Operations
    • Shifter in HLT/DAQ and Run Control desks

    LabMAg (FCUL): 2006 – 2008

    Scientific research on Virtual Humans, Artificial Environments, Computer Graphics, and Artificial Intelligence

  • Conception and development of the Intelligent Virtual Humans (IViHumans) Platform, which is composed by one layer for graphical processing and one for artificial intelligence, running in different processes. It is intended for creating software applications that integrate virtual agents with a human-like appearance.
    • Faces – Development of a tool for assembling facial expressions of virtual characters, through the blending of basic facial poses
    • Creation and integration of virtual humans
    • Design and implementation of the graphical layer
    • Design and implementation of steering and locomotion with support for custom animations
    • Design and implementation of emotional expression (with support for facial and body expressions)
    • Implementation and integration of synthetic vision
    • Design and implementation of the networking protocol for the communication with the AI layer
    • More videos

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    Reference Letters

    Available on request.


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