Demo Data from EDBT 2026 / reviewers in the wild / expert
Renato Farias
dblp:152/8286
· DBLP profile ↗
1ranked-venue papers
1as first author
0since 2021 · last 2020
0000-0002-5936-1834ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 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.
| Artificial intelligence
1 paper |
Motion planning and robot control · 100% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
GPUs and heterogeneous computing · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Robotics › Motion planning and robot control
path planning |
0.4 | 1 | 2020 | Optimal Path Maps on the GPU · IEEE Trans. Vis. Comput. Graph. 2020 |
Virtual and augmented reality
navigation |
0.4 | 1 | 2020 | Optimal Path Maps on the GPU · IEEE Trans. Vis. Comput. Graph. 2020 |
GPUs and heterogeneous computing › GPU rendering
GPU rasterization |
0.1 | 1 | 2020 | Optimal Path Maps on the GPU · IEEE Trans. Vis. Comput. Graph. 2020 |
Methods — techniques the papers use, named apart from their topics
OpenGL · 1.3GPU shader programming · 1.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Optimal Path Maps on the GPUabstractWe introduce a new method for computing optimal path maps on the GPU using OpenGL shaders. Our method explores GPU rasterization as a way to propagate optimal costs on a polygonal 2D environment, producing optimal path maps which can efficiently be queried at run-time. Our method is implemented entirely with GPU shaders, does not require pre-computation, addresses optimal path maps with multiple points and line segments as sources, and introduces a new optimal path map concept not addressed before: maps with weights at vertices representing possible changes in traversal speed. The produced maps offer new capabilities not explored by previous navigation representations and at the same time address paths with global optimality, a characteristic which has been mostly neglected in animated virtual environments. The proposed path maps partition the input environment into the regions sharing a same parent point along the shortest path to the closest source, taking into account possible speed changes at vertices. The proposed approach is particularly suitable for the animation of multiple agents moving toward the entrances or exits of a virtual environment, a situation which is efficiently represented with the proposed path maps. Renato Farias, Marcelo Kallmann |
IEEE Trans. Vis. Comput. Graph. | 1 |