REAL-TIME 3D
Glarvision
AR-powered IoT solution for HoloLens, delivering real-time tasks and work orders to industrial field workers.
TIAGO JESUS · IT SOLUTIONS EXPERT
I spend my days making the physical world talk to the digital one — building real-time 3D experiences, industrial simulations and digital twins that people actually use. Over 10 years with Unity, Unreal Engine and NVIDIA Omniverse, from proof of concept to production.
scene / expertise
Over a decade with 3D engines: Unity, Unreal Engine and optimized content pipelines built for performance, scale and interactivity.
Physics-based and process simulation for industrial contexts — validating behavior, layouts and workflows before they exist in the real world, with NVIDIA Omniverse and Isaac Sim.
Digital twins of factories, products and processes, synchronized with real-world data — from layout planning to live operational insight.
scene / selected-projects
Projects from simulation to 3D digital twin.
REAL-TIME 3D
AR-powered IoT solution for HoloLens, delivering real-time tasks and work orders to industrial field workers.
DIGITAL TWIN
Training robots in simulation for a fully automated microscope factory — before the factory is even built.
DIGITAL TWIN
Real-time digital twin of hotels and residences in Omniverse — letting clients explore and customize spaces in XR before they're built.
Glartek · XR / REAL-TIME 3D / Unity
Glarvision is a real-time IoT solution for HoloLens (1st and 2nd generation) that brings augmented reality to the field, displaying live tasks, work orders and contextual information directly in the user's view.
The goal is to optimize and accelerate daily operations by extending the capabilities of every worker in the industrial environment — surfacing relevant information around the user for faster situational understanding and decision-making.
Siemens AG Portugal · REAL-TIME 3D / Omniverse / Robotic Simulation / Digital Twin
Robotic digital twin project where robots are trained for a factory that doesn't exist yet — a fully automated microscope production line, simulated, validated and prepared before construction even begins, with no human intervention required on the line.
Built with NVIDIA Omniverse and Isaac Sim, with robot control through ROS 2 and cloud infrastructure powered by AWS. The project was presented at Siemens Tech Day in Portugal and showcased at the Siemens stand at Hannover Messe.
Siemens AG · REAL-TIME 3D / Omniverse / CAD
A real estate digital twin built in NVIDIA Omniverse, representing hotels and future residential developments for client presentations — real-time visualization where spaces can be explored, modified and validated before construction, with physics simulation bringing the environments to life.
The experience is driven by CAD data imported directly from Revit, keeping the 3D twin faithful to the real structural design, with live modifications tailored to prospective buyers. Built to be presented both on screen and in XR for fully immersive walkthroughs.
scene / toolbox
The engines, languages and tools I use to bring projects to life.
scene / showreel
// showreel — real-time 3D, simulation and digital twin
scene / background
Developer of interactive, immersive 3D environments for industry — Industrial Metaverse, simulation and digital twin applications, optimized for performance and visual clarity across web, desktop and mobile. Based in Portugal · Portuguese (native), English (advanced).
Digital Transformation Key Expert. Interactive 3D, simulation and digital twin solutions for industrial environments — including AI-driven agents with Isaac Sim and Unity Sentis, and internal standards for asset reuse that cut development time and cost across Siemens AG.
Full-cycle creation of games and interactive experiences in Unity and Unreal Engine, from concept to deployment — gameplay systems, UI/UX, 3D modeling and analytics integration.
Industrial AR for HoloLens: documentation and task-guidance applications built with Unity and MRTK v2, with spatial UI/UX design and optimized 3D assets.
3D environments, gameplay programming in C# and VFX for horror and platformer games, including PlayStation 4 input mapping and promotional media.
Universidade Lusófona, Lisbon (2015–2019) and ISMAT, Portimão (2009–2012).
Running an international remote game development community.
scene / contact
Open to conversations about real-time 3D, simulation and digital twin projects. Download my CV or drop me a line.
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