Alexandre Marques Dias

Computer Graphics Programmer


Resume/Curriculum Vitae

LinkedIn

About me

I am a Canadian software developer living in Montreal, specializing in Computer Graphics.
The main tools I use for personal or professional projects are Vulkan, Unity, WebGL, GLSL, OpenGL, LibiGL, Skia, Renderdoc, Imgui and more. I program mainly in C++ , C# and Python, but I am also familiar with Javascript, HTML/CSS, C, Assembly and bash scripting in UNIX. I also have knowledge in the field of Artificial Intelligence, mainly in Computer Vision using OpenCV and PyTorch. Regardless of my specialties, I'm open to all roles related to software development!

In my spare time, I am a visual artist you can see some of my work here.

Although I fully recognize the usefulness of AI agents for productivity,
None of the projects below were made using LLMs, these were all done with passion and my curiosity to learn.

Real-Time Rendering Projects

High-performance mass-instancing

A large vulkan-based project I worked on during my time working on Space Engine

Procedural Planet

A shader project with an article I wrote

Voxel-based multithreaded culling

Frustum culling system I implemented for the voxel-based game Tales of War


WebGL projects

A collection of WebGL projects programmed in ThreeJS and GLSL

Raytracer

Classic Raytracer in C++. Not in real-time!

Vulkan conversions

Converting my projects into Vulkan

Computational Geometry Projects

Subdivision algorithms

Implementation of Loop, Sqrt3 and Butterfly subdivisions from scratch

Laplacian and curvature calculation

Algorithms using the Laplacian of surfaces, calculated from scratch

ARAP implementation

An implementation of the 2007 ARAP surface modeling paper

Artificial Intelligence Projects

Autonomous Driving with Duckietown

Member of a team of graduate students for the development of an autonomous vehicle

Real Time Optical Flow

Visualization of the direction of motion all in real time using the GPU

Misc. Computer Vision projects

Includes Convolutional Neural Networks in PyTorch, panoramas, and curvature detection

Seminars on Computer Graphics Papers

The following are slides I made for the computer graphics seminars I gave to fellow graduate students. Each seminar was about an interesting Computer Graphics scientific paper. Naturally, these seminars required me to have a deep understanding of the paper I presented. For some papers, I would go as far as to reproduce their methods.

Paper about rendering the iridescence of feathers

Original paper


Nvidia paper on a novel inverse rendering approach

Original paper

Automatic micrography art generation on vector images

Original paper

Work

Current

C++/OpenGL Embedded Graphics Programme - Pace Aerospace

I am currently employed to Develop a DO-178 safety-critical graphics-editing HMI engine for the military and aviation industry.

2025

Unity Graphics Developer - Tales of War

Graphics expert consultant at the Indie Asylum for Tales Of War, an upcoming 100 players multiplayer game. I was Contracted to profile performance bottlenecks and optimize the game. My work involved profiling and optimizing the unity game for low-end hardware on a variety of platforms. I mainly programmed in C# and GLSL.


• Used renderdoc to identify and explain slowdowns to other developpers
• Implemented BVH Frustum Culling on Voxel-based terrain, multithreaded on the CPU
• Implemented various visual debugging tools to help other developpers
• Worked on a Cached Shadowmaps rendering feature
• Wrote custom simple GLSL lighting shader adapted to game's desired art style

2024

Vulkan Graphics Developer - Cosmographic Software

Graphics programmer for Space Engine, an interactive universe simulator with highly advanced procedural generation techniques and graphics capabilities based on real, accurate astrophysics. I programmed in C++ and GLSL, using Vulkan.


• Worked on an RHI in Vulkan
• Implemented a variety of Vertex and Fragment shaders, both in forward and deferred rendering
• Implemented and synchronized Compute Shaders to deffer work from the CPU to the GPU
• Implemented various computer graphics techniques : PBR materials, GPU frustum culling, LOD, Billboarding, Texture Atlases, and some more.

2022-2023

C++ Graphics R&D Developer - Corel Corporation

Employed to work on the CorelDraw graphics suite. I was tasked with developing typography technology with the Skia graphics and WebAssembly. It required understanding of vector graphics, language encoding, font encoding and glyph rendering. I programmed in C++ and javascript.

2021

Python developer for chemical analysis devices - Aquassist, Magnus Produits Chimiques

Internship of 4 months in Magnus’s research and development branch : Aquassist. I was employed to develop innovative portable chemical analysis devices. I worked with AWS and a multitude of Python libraries including Numpy, Pandas, Boto3, Dash and BluePy.

2020-2021

AI Developer for a conversational agent in Unity - National Research Council Canada (NRC)

Employed by the NRC to develop a conversational AI simulating varying personalities for research purposes in the criminology field.

Education

2022-2024 (thesis in 2025)

Masters of Computer Science

University of Montreal
Graduated with Cum Laude distinction
Computer Graphics and Computer Vision

2019-2022

Bachelor of Computer Science

University of Montreal
Graduated with Cum Laude distinction

2016-2018

Natural Sciences DEC

Maisonneuve College

Language

English Fluent

French Fluent

Portuguese Fluent