Hi there! And welcome to my website!

My name is Emilio José Padrón González (Ourense, 1975) and I am teaching and researching at Universidade da Coruña (UDC) as a member of the Computer Architecture Group (GAC) and the research center CITIC. My main topics of interest are in the fields of High Performance Computing (HPC) and Computer Graphics.

At present, I’m mainly focus on these two research lines:

  • High performance data analytics (HPDA and Big Data), applied to scientific data from numerical simulations to get an online analysis of these data (in-situ and/or in-transit).

  • IA applied to computer graphics (mainly, point-based rendering) and multimedia.


  • High Peformance Computing
  • Computer Graphics
  • Data Analytics
  • Artificial Intelligence
  • Free/Libre and Open-Source Software (FLOSS)


  • PhD in Computer Science, 2006

    Universidade da Coruña

  • MSc in Computer Science, 1998

    Universidade da Coruña

  • BSc in Computer Science, 1996

    Universidade da Coruña


2019-2020 Academic year

Degree: Bachelor of Computer Science / Grao en Enxeñería Informática


Degree: Master of Computer Science / Mestrado en Enxeñería Informática (MUEI)


  • Interaction, Graphics and Multimedia / Interacción, Gráficos e Multimedia (IGM)
    -> File & teaching guide

Degree: Master in HPC (High Performance Computing) / Mestrado en Computación de Altas Prestacións


Degree: Master in Design, Development and Marketing of Videogames / Mestrado en Deseño, Desenvolvemento e Comercialización de Videoxogos


  • Video Game Performance and Optimization / Rendemento e optimización de videoxogos
    -> File & teaching guide

Final Year Project Supervision: BSc & MSc

Call for proposals!

Work in Progress: 20200318

Implementation of an Automatic Camera Operator using Deep Reinforcement Learning.

Work in Progress: 20200317

Deep Learning chroma keyer implementation.

Work in Progress: 202002

Reinforcement Learning multiagent system for simulating a survival environment.

Open Proposal: 20190218

Deep Learning Approach for Point-based Rendering.

Work in Progress: 201809

Invoicing sofware for service providers based on a Java EE multilayer architecture.


Past supervised projects.

Recent Publications

Quickly discover relevant content by filtering publications.

In-Transit Molecular Dynamics Analysis with Apache Flink

In this paper, an on-line parallel analytics framework is proposed to process and store in transit all the data being generated by a …

Leveraging the Power of Big Data Tools for Large Scale Molecular Dynamics Analysis

Parallel Molecular Dynamics simulations are generating atom trajectories of growing sizes and complexity. Analyzing these trajectories …

Point Cloud Manager: Applications of a Middleware for Managing Huge Point Clouds

Recent advances in acquisition technologies, such as LIDAR and photogrammetry, have brought back to popularity 3D point clouds in a lot …

Virtual Reality and Point-based Rendering in Architecture and Heritage

Recent advances in acquisition technologies such as LiDAR, range cameras and photogrammetry have put point clouds once again in the …

Efficient Culling Techniques for Interactive Deformable NURBS Surfaces on GPU

NURBS (Non-uniform rational B-splines) surfaces are the standard freeform representation in Computer-Aided Design (CAD) applications. …

Interactive Rendering of NURBS Surfaces

NURBS (Non-uniform rational B-splines) surfaces are one of the most useful primitives employed for high quality modeling in CAD/CAM …

Free Adaptive Tessellation Strategy of Bézier Surfaces

Rendering of Bézier surfaces is currently performed by tessellating the model on the GPU and rendering the highly detailed triangle …


  • +34-881016085
  • D3.15, Edificio Área Científica, Campus Elviña s/n, A Coruña, 15071
  • Tuesday 10:30 to 13:30
    Thursday 15:30 to 17:30
    Friday 10:30 to 13:30
    Otherwise email to book an appointment
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