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Thanh-Tung Cao

dblp:11/251 · DBLP profile ↗
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11ranked-venue papers
3as first author
0since 2021 · last 2017
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 9 · 3 first-authorHuman-computer interaction and ubiquitous computing · 6 · 2 first-authorSystems, architecture and hardware · 1Theory of computation · 1

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
3 papers
Computational geometry · 97% Graph algorithms and graph theory · 3%
Computer architecture, parallel and distributed computing, and storage systems
3 papers
GPUs and heterogeneous computing · 59% Parallel and multicore computing · 41%

Topics — the 11 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational geometry
convex hull
0.312017
Flip to Regular Triangulation and Convex Hull · IEEE Trans. Vis. Comput. Graph. 2017
Computational geometry › convex hull
parallel convex hull
0.312017
Flip to Regular Triangulation and Convex Hull · IEEE Trans. Vis. Comput. Graph. 2017
Computational geometry › triangulation
regular triangulation
0.312017
Flip to Regular Triangulation and Convex Hull · IEEE Trans. Vis. Comput. Graph. 2017
Computational geometry
triangulation
0.312017
Flip to Regular Triangulation and Convex Hull · IEEE Trans. Vis. Comput. Graph. 2017
Computational geometry › triangulation › delaunay triangulation
constrained delaunay triangulation
0.212013
Computing 2D Constrained Delaunay Triangulation Using the GPU · IEEE Trans. Vis. Comput. Graph. 2013
Computational geometry › triangulation
delaunay triangulation
0.212013
Computing 2D Constrained Delaunay Triangulation Using the GPU · IEEE Trans. Vis. Comput. Graph. 2013
GPUs and heterogeneous computing › GPU graph processing
GPU graph algorithms
0.112012
Scalable parallel minimum spanning forest computation · PPoPP 2012
Parallel and multicore computing › parallel graph algorithms
minimum spanning forest
0.112012
Scalable parallel minimum spanning forest computation · PPoPP 2012
GPUs and heterogeneous computing
GPU computing
0.122017
Flip to Regular Triangulation and Convex Hull · IEEE Trans. Vis. Comput. Graph. 2017
Computing 2D Constrained Delaunay Triangulation Using the GPU · IEEE Trans. Vis. Comput. Graph. 2013
Parallel and multicore computing › parallel algorithms
parallel geometric algorithms
0.012013
Computing 2D Constrained Delaunay Triangulation Using the GPU · IEEE Trans. Vis. Comput. Graph. 2013
Graph algorithms and graph theory › spanning tree
minimum spanning tree
0.012012
Scalable parallel minimum spanning forest computation · PPoPP 2012

Methods — techniques the papers use, named apart from their topics

parallel flip algorithms · 0.6GPU implementation · 0.6CUDA · 0.3
YearPublicationVenuePosition
2017 Flip to Regular Triangulation and Convex Hull
abstract
Flip 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.2
2015 Triangulations from topologically correct digital Voronoi diagrams
Thanh-Tung Cao, Herbert Edelsbrunner, Tiow Seng Tan
Comput. Geom.1
2014 A GPU accelerated algorithm for 3D Delaunay triangulation
abstract
We 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
I3D1
2013 Flip-flop: convex hull construction via star-shaped polyhedron in 3D
abstract
Flipping 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
I3D2
2013 gHull: A GPU algorithm for 3D convex hull
abstract
A 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.2
2013 Computing 2D Constrained Delaunay Triangulation Using the GPU
abstract
We propose the first graphics processing unit (GPU) solution to compute the 2D constrained Delaunay triangulation (CDT) of a planar straight line graph (PSLG) consisting of points and edges. There are many existing CPU algorithms to solve the CDT problem in computational geometry, yet there has been no prior approach to solve this problem efficiently using the parallel computing power of the GPU. For the special case of the CDT problem where the PSLG consists of just points, which is simply the normal Delaunay triangulation (DT) problem, a hybrid approach using the GPU together with the CPU to partially speed up the computation has already been presented in the literature. Our work, on the other hand, accelerates the entire computation on the GPU. Our implementation using the CUDA programming model on NVIDIA GPUs is numerically robust, and runs up to an order of magnitude faster than the best sequential implementations on the CPU. This result is reflected in our experiment with both randomly generated PSLGs and real-world GIS data having millions of points and edges.
Thanh-Tung Cao, Tiow Seng Tan
IEEE Trans. Vis. Comput. Graph.2
2012 Scalable parallel minimum spanning forest computation
abstract
The proliferation of data in graph form calls for the development of scalable graph algorithms that exploit parallel processing environments. One such problem is the computation of a graph's minimum spanning forest (MSF). Past research has proposed several parallel algorithms for this problem, yet none of them scales to large, high-density graphs. In this paper we propose a novel, scalable, parallel MSF algorithm for undirected weighted graphs. Our algorithm leverages Prim's algorithm in a parallel fashion, concurrently expanding several subsets of the computed MSF. Our effort focuses on minimizing the communication among different processors without constraining the local growth of a processor's computed subtree. In effect, we achieve a scalability that previous approaches lacked. We implement our algorithm in CUDA, running on a GPU and study its performance using real and synthetic, sparse as well as dense, structured and unstructured graph data. Our experimental study demonstrates that our algorithm outperforms the previous state-of-the-art GPU-based MSF algorithm, while being several orders of magnitude faster than sequential CPU-based algorithms.
Sadegh Heyrani-Nobari, Thanh-Tung Cao, Panagiotis Karras, Stéphane Bressan
PPoPP2
2012 Computing 2D constrained Delaunay triangulation using the GPU
abstract
We propose the first GPU solution to compute the 2D constrained Delaunay triangulation (CDT) of a planar straight line graph (PSLG) consisting of points and edges. There are many CPU algorithms developed to solve the CDT problem in computational geometry, yet there has been no known prior approach using the parallel computing power of the GPU to solve this problem efficiently. For the special case of the CDT problem with a PSLG consisting of just points, which is the normal Delaunay triangulation problem, a hybrid approach has already been presented that uses the GPU together with the CPU to partially speed up the computation. Our work, on the other hand, accelerates the whole computation by the GPU. Our implementation using the CUDA programming model on NVIDIA GPUs is numerically robust with good speedup, of up to an order of magnitude, compared to the best sequential implementations on the CPU. This result is reflected in our experiment with both randomly generated PSLGs and real world GIS data with millions of points and edges.
Thanh-Tung Cao, Tiow Seng Tan
I3D2
2011 gHull: a three-dimensional convex hull algorithm for graphics hardware
abstract
We 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
SI3D2
2010 Parallel Banding Algorithm to compute exact distance transform with the GPU
abstract
We propose a Parallel Banding Algorithm (PBA) on the GPU to compute the exact Euclidean Distance Transform (EDT) for a binary image in 2D and higher dimensions. Partitioning the image into small bands to process and then merging them concurrently, PBA computes the exact EDT with optimal linear total work, high level of parallelism and a good memory access pattern. This work is the first attempt to exploit the enormous power of the GPU in computing the exact EDT, while prior works are only on approximation. Compared to these other algorithms in our experiments, our exact algorithm is still a few times faster in 2D and 3D for most input sizes. We illustrate the use of our algorithm in applications such as computing the Euclidean skeleton using the integer medial axis transform, performing morphological operations of 3D volumetric data, and constructing 2D weighted centroidal Voronoi diagrams.
Thanh-Tung Cao, Anis Mohamed, Tiow Seng Tan
SI3D1
2008 Computing two-dimensional Delaunay triangulation using graphics hardware
abstract
10.1145/1342250.1342264
Guodong Rong 0001, Tiow Seng Tan, Thanh-Tung Cao, Stephanus
SI3D3