BRUNO P. EVANGELISTA
Phone: +55 (19) 9736-6323 bpevangelista@gmail.com www.brunoevangelista.com
WORK EXPERIENCE
[Aug 2008 – Present] Lead Programmer at Tectoy Digital.
- Lead the porting of EA’s Need for Speed Carbon from the PSP to the Zeebo.
- Published titles for Zeebo: Need for Speed Carbon, Crash Bandicoot,
Boomerang Sports titles (Tennis, Volleyball, Dodgeball and Badminton). - Lead the development of the in-house game engine for the Zeebo console.
[Nov 2006 – Mar 2007] Graphics Programmer at Ilusis Interactive Graphics.
- Published title: Peixis: an underwater racing game.
Winner of JogosBR 2006 (Brazilian national contest of games). - Torque Game Engine and OpenGL.
[Jun 2005 – Dec 2005] Software Engineer at Olympya.
- Game title: FutWeb. An unpublished MMO soccer game.
- Java and OpenGL (JOGL).
SKILLS
Languages: C, C++, C# and Assembly x86.
Graphics: DirectX 9/10, OpenGL, XNA and Shaders (HLSL/GLSL).
Libraries: Win32, STL and Boost.
Tools: Visual Studio, GCC, RVCT, VTune, gDebugger, SVN and TFS.
EDUCATION
[2007 – 2009] M.Sc. in Computer Science. GPA: 90.83/100
Federal University of Minas Gerais (UFMG), MG – Brazil.
[2003 – 2006] B.Sc. in Computer Science (with Gold Medal). GPA: 90.65/100
Pontifical Catholic University (PUC), MG – Brazil.
PUBLISHED BOOKS
Beginning XNA 3.0 Game Programming: From Novice to Professional.
LOBAO, Alexandre S.; EVANGELISTA, Bruno P.; FARIAS, José A. L. APRESS 2009.
Beginning XNA 2.0 Game Programming: From Novice to Professional.
LOBAO, Alexandre S.; EVANGELISTA, Bruno P.; FARIAS, José A. L. APRESS 2008.
AWARDS AND HONORS
- ACM SIGGRAPH Student Volunteer, 2008 and 2009.
- Microsoft Student Partner, February 2008 to December 2009.
- Finalist of the first and second Microsoft XNA Challenge Brazil, 2007 and 2008.
- Gold medal for the highest marks on my B.Sc. in Computer Science, 2006.
PERSONAL PROJECTS
Fur Rendering: Fur Rendering over arbitrary meshes. [C++ / DirectX10 / HLSL]
- Controls: fur density, thickness, height, color map, and number of layers.
- Pre-process meshes reordering vertices and indexing for cache [Lin2006].
Source: http://www.brunoevangelista.com/wp-content/uploads/2010/06/shellmap_fur_dx10.zip
XNAnimation Library: A Skeletal Animation Library for XNA. [C# / XNA / HLSL]
- Supports cross/fade animation blending and keyframe interpolation.
- Plays animations forward and backward with speed and loop control.
Source: http://www.codeplex.com/xnanimation
XNA TPS: A Third Person Shooter Game. [C# / XNA / HLSL]
- Terrain engine featuring multi-texture, parallax mapping, collision and XML levels.
- Models skinned on the GPU with custom per bone transformation.
Source: http://www.apress.com/book/downloadfile/3974 (Chap. 12)
Detailed Surface Viewer: Viewer of techniques used to render detailed surfaces. [C++ / DirectX9 / HLSL]
- Displacement / Normal / Parallax / Relief / Cone Mapping, and Sphere Tracing.
- Allows on-the-fly configuration of the shader parameters.
Source: http://www.brunoevangelista.com/wp-content/uploads/2010/03/detailed_surfaces.zip
EvangelistaOS: A monolithic kernel developed in Assembly x86 that supports a FAT12 file system and features a Round Robin scheduler. [Assembly x86]
Source: http://www.brunoevangelista.com/wp-content/uploads/2010/06/evangelista_os.zipPUBLISHED PAPERS
Real-Time Rendering of Fur Applied Over Arbitrary Three-Dimensional Meshes Obtained From Real World Objects. EVANGELISTA, Bruno P.; FERREIRA, Renato. M.Sc. Thesis. Federal University of MG (UFMG) 2009.
Survey of techniques used to render detailed surfaces. EVANGELISTA, Bruno P.; NERY, Marcelo S. Undergraduate Thesis. Pontifical Catholic University (PUC) 2006.
Tridimensional and interactive visualization of graphs generated from information extracted from physical computer networks. EVANGELISTA, Bruno P.; FRANQUEIRA, Theldo. C. WCOMPA 2006.
Rendering of non-photorealistic tridimensional scenes exploiting the graphics hardware. EVANGELISTA, Bruno P.; SILVA, Alessandro R.; NERY, Marcelo S.; MOTA, Rosilane R. SIBGRAPI WIC 2005