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Who am I?

José Henriques studied Computer Science at Faculdade de Ciências of Universidade do Porto - Portugal, finishing is Diploma Degree in 2005.

In one of his previous job he was a researcher at IGI (Institute for Graphics Interfaces) in South Korea working with Samsung on the creation of a database of Digital Materials for use in their Design Review system.

From November 2008 to January 2017, José Henriques was a Researcher in the Augmented Vision group where he designed and developed Odysseus, a real-time AR/VR rendering framework. Part of his Computer Graphics research include real-time Global Illumination techniques, automatic Human Avatar creation and skinning, programmable rendering pipelines, multicore rendering algorithms and more.

On February 2017 he joined 3DS Dassault Systèmes - 3DEXCITE as a Senior Software Developer on the R&D team for 3DEXCITE DELTAGEN. Had a wonderful time working on an old friend called DeltaGen. Contributed to releases 2018 and 2019 with the main contribution being the new shadow baking solution.

Starting on October 2018 (to present day) he has joined Philips & Tomtec as a Senior Software Engineer working on 4D rendering for medical devices/applications.

His research interests include Programmable Graphics Pipelines, Digital Materials, Real Time Realistic Rendering, Interactive and Immersive Virtual and Augmented Reality Environments, Global Illumination and Raytracing, and Volumetric rendering.

Also, as part of his secret plan to conquer this Universe (and if time allows, the neighbouring ones), he spends his free time creating rendering technology from scratch at his home PC for an unanouced game that he plans to build and release one day... maybe... (keep an eye on this page as demos of what I'm he is working might be posted here soon...)

Recent work

Vulkan TutorialVulkan

In depth tutorial on how to display a triangle on the screen using Vulkan API.

Animations SupportOdysseus

Finished animation plus skining support on Odysseus. We now have full COLLADA support including physics, animations, lights, cameras, effects and materials.

IBL Real TimeOdysseus

Image Based Lighting (IBL) Real Time Capturing and Rendering with Light Detection and Soft Shadows.

Physics SupportOdysseus

Integrated Bullet Physics Engine into Odysseus.