VLDB 2026 Research / reviewers in the wild / expert
Mingcen Gao
dblp:94/10701
· DBLP profile ↗
6ranked-venue papers
4as first author
1since 2021 · last 2024
0009-0000-2566-9251ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-authorHuman-computer interaction and ubiquitous computing · 3 · 2 first-authorComputer networks · 1 · 1 since 2021Theory of computation · 1 · 1 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Theoretical computer science
1 paper |
Computational geometry · 100% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
GPUs and heterogeneous computing · 100% |
Topics — the 5 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computational geometry
convex hull |
0.3 | 1 | 2017 | Flip to Regular Triangulation and Convex Hull · IEEE Trans. Vis. Comput. Graph. 2017 |
Computational geometry › convex hull
parallel convex hull |
0.3 | 1 | 2017 | Flip to Regular Triangulation and Convex Hull · IEEE Trans. Vis. Comput. Graph. 2017 |
Computational geometry › triangulation
regular triangulation |
0.3 | 1 | 2017 | Flip to Regular Triangulation and Convex Hull · IEEE Trans. Vis. Comput. Graph. 2017 |
Computational geometry
triangulation |
0.3 | 1 | 2017 | Flip to Regular Triangulation and Convex Hull · IEEE Trans. Vis. Comput. Graph. 2017 |
GPUs and heterogeneous computing
GPU computing |
0.1 | 1 | 2017 | Flip to Regular Triangulation and Convex Hull · IEEE Trans. Vis. Comput. Graph. 2017 |
Methods — techniques the papers use, named apart from their topics
parallel flip algorithms · 0.6GPU implementation · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | SolarKey: Battery-free Key Generation Using Solar CellsabstractSolar cells have been widely used for offering energy for Internet of Things (IoT) devices. Recently, solar cells have also been used as sensors for context awareness sensing due to their sensitivity to varying lighting conditions. In this article, we are the first to use solar cells for symmetric key generation. To generate symmetric keys, we take advantage of photovoltage measurements generated from solar cells equipped with a pair of IoT devices. Symmetric keys are essential for pairing IoT devices and further securing wireless communication. Despite the sensitivity to varying lighting conditions, challenges still remain for the use of solar cells for key generation, such as time unsynchronisation and noisy measurements. To solve these challenges, we design a novel key generation framework, SolarKey, which includes the starting point detection and a compressed sensing-based two-tier key reconciliation method. Extensive experiments have been conducted to evaluate the performance of our proposed key generation method in various environments, which shows the proposed method can improve the key matching rate by up to 25%. We also conduct security analysis and the randomness test, which shows that SolarKey is resilient to common attacks such as the eavesdropping attack and the imitating attack and sufficiently random. Bo Wei 0003, Weitao Xu, Mingcen Gao, Guohao Lan, Kai Li 0002, Chengwen Luo 0001, Jin Zhang 0013 |
ACM Trans. Sens. Networks | 3 |
| 2017 | Flip to Regular Triangulation and Convex HullabstractFlip is a simple and local operation to transform one triangulation to another. It makes changes only to some neighboring simplices, without considering any attribute or configuration global in nature to the triangulation. Thanks to this characteristic, several flips can be independently applied to different small, non-overlapping regions of one triangulation. Such operation is favored when designing algorithms for data-parallel, massively multithreaded hardware, such as the GPU. However, most existing flip algorithms are designed to be executed sequentially, and usually need some restrictions on the execution order of flips, making them hard to be adapted to parallel computation. In this paper, we present an in depth study of flip algorithms in low dimensions, with the emphasis on the flexibility of their execution order. In particular, we propose a series of provably correct flip algorithms for regular triangulation and convex hull in 2D and 3D, with implementations for both CPUs and GPUs. Our experiment shows that our GPU implementation for constructing these structures from a given point set achieves up to two orders of magnitude of speedup over other popular single-threaded CPU implementation of existing algorithms. Mingcen Gao, Thanh-Tung Cao, Tiow Seng Tan |
IEEE Trans. Vis. Comput. Graph. | 1 |
| 2014 | A GPU accelerated algorithm for 3D Delaunay triangulationabstractWe propose the first algorithm to compute the 3D Delaunay triangulation (DT) on the GPU. Our algorithm uses massively parallel point insertion followed by bilateral flipping, a powerful local operation in computational geometry. Although a flipping algorithm is very amenable to parallel processing and has been employed to construct the 2D DT and the 3D convex hull on the GPU, to our knowledge there is no such successful attempt for constructing the 3D DT. This is because in 3D when many points are inserted in parallel, flipping gets stuck long before reaching the DT, and thus any further correction to obtain the DT is costly. In contrast, we show that by alternating between parallel point insertion and flipping, together with picking an appropriate point insertion order, one can still obtain a triangulation very close to Delaunay. We further propose an adaptive star splaying approach to subsequently transform this result into the 3D DT efficiently. In addition, we introduce several GPU speedup techniques for our implementation, which are also useful for general computational geometry algorithms. On the whole, our hybrid approach, with the GPU accelerating the main work of constructing a near-Delaunay structure and the CPU transforming that into the 3D DT, outperforms all existing sequential CPU algorithms by up to an order of magnitude, in both synthetic and real-world inputs. We also adapt our approach to the 2D DT problem and obtain similar speedup over the best sequential CPU algorithms, and up to 2 times over previous GPU algorithms. Thanh-Tung Cao, Ashwin Nanjappa, Mingcen Gao, Tiow Seng Tan |
I3D | 3 |
| 2013 | Flip-flop: convex hull construction via star-shaped polyhedron in 3DabstractFlipping is a local and efficient operation to construct the convex hull in an incremental fashion. However, it is known that the traditional flip algorithm is not able to compute the convex hull when applied to a polyhedron in R3. Our novel Flip-Flop algorithm is a variant of the flip algorithm. It overcomes the deficiency of the traditional one to always compute the convex hull of a given star-shaped polyhedron with provable correctness. Applying this to construct convex hull of a point set in R3, we develop ffHull, a flip algorithm that allows nonrestrictive insertion of many vertices before any flipping of edges. This is unlike the well-known incremental fashion of strictly alternating between inserting a single vertex and flipping. The new approach is not only simpler and more efficient for CPU implementation but also maps well to the massively parallel nature of the modern GPU. As shown in our experiments, ffHull running on the CPU is as fast as the best-known convex hull implementation, qHull. As for the GPU, ffHull also outperforms all known prior work. From this, we further obtain the first known solution to computing the 2D regular triangulation on the GPU. Mingcen Gao, Thanh-Tung Cao, Tiow Seng Tan, Zhiyong Huang 0001 |
I3D | 1 |
| 2013 | gHull: A GPU algorithm for 3D convex hullabstractA novel algorithm is presented to compute the convex hull of a point set in ℝ 3 using the graphics processing unit (GPU). By exploiting the relationship between the Voronoi diagram and the convex hull, the algorithm derives the approximation of the convex hull from the former. The other extreme vertices of the convex hull are then found by using a two-round checking in the digital and the continuous space successively. The algorithm does not need explicit locking or any other concurrency control mechanism, thus it can maximize the parallelism available on the modern GPU. The implementation using the CUDA programming model on NVIDIA GPUs is exact and efficient. The experiments show that it is up to an order of magnitude faster than other sequential convex hull implementations running on the CPU for inputs of millions of points. The works demonstrate that the GPU can be used to solve nontrivial computational geometry problems with significant performance benefit. Mingcen Gao, Thanh-Tung Cao, Ashwin Nanjappa, Tiow Seng Tan, Zhiyong Huang 0001 |
ACM Trans. Math. Softw. | 1 |
| 2011 | gHull: a three-dimensional convex hull algorithm for graphics hardwareabstractWe present a novel approach, termed gHull, to compute the convex hull for a 3D point set using the GPU. We exploit the fast computation of the digital Voronoi diagram and its relationship with the convex hull to compute the answer from the former rather than directly. Our algorithm is robust, while able to maximizes the parallelism available in the GPU to achieve significant speed up. Mingcen Gao, Thanh-Tung Cao, Tiow Seng Tan, Zhiyong Huang 0001 |
SI3D | 1 |