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João Barbosa

dblp:67/9387 · DBLP profile ↗
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5ranked-venue papers
2as first author
5since 2021 · last 2025
—ORCID · conflict

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

Software engineering, systems software and programming languages · 3 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Theory of computation · 2 · 2 first-author · 2 since 2021

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.

Computer graphics and multimedia
2 papers
Rendering · 80% Visualization and visual analytics · 20%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
High-performance computing · 100%
Theoretical computer science
1 paper
Quantum computing and quantum information · 100%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › parallel rendering
distributed rendering
0.912025
Visualization of Large Non-Trivially Partitioned Unstructured Data With Native Distribution on High-Performance Computing Systems · IEEE Trans. Vis. Comput. Graph. 2025
Rendering
parallel rendering
0.912025
Visualization of Large Non-Trivially Partitioned Unstructured Data With Native Distribution on High-Performance Computing Systems · IEEE Trans. Vis. Comput. Graph. 2025
Rendering
ray tracing
0.912025
Towards Quantum Ray Tracing · IEEE Trans. Vis. Comput. Graph. 2025
Visualization and visual analytics
scientific visualization
0.912025
Visualization of Large Non-Trivially Partitioned Unstructured Data With Native Distribution on High-Performance Computing Systems · IEEE Trans. Vis. Comput. Graph. 2025
Rendering
volume rendering
0.912025
Visualization of Large Non-Trivially Partitioned Unstructured Data With Native Distribution on High-Performance Computing Systems · IEEE Trans. Vis. Comput. Graph. 2025
High-performance computing › scientific visualization
in situ visualization
0.312025
Visualization of Large Non-Trivially Partitioned Unstructured Data With Native Distribution on High-Performance Computing Systems · IEEE Trans. Vis. Comput. Graph. 2025
Quantum computing and quantum information
quantum algorithms
0.312025
Towards Quantum Ray Tracing · IEEE Trans. Vis. Comput. Graph. 2025

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

quantum searching · 1.7monte carlo integration · 1.7hardware-accelerated ray tracing · 1.7deep compositing · 1.7RDMA · 1.7GPU ray marching · 1.7
YearPublicationVenuePosition
2025 Visualization of Large Non-Trivially Partitioned Unstructured Data With Native Distribution on High-Performance Computing Systems
abstract
Interactively visualizing large finite element simulation data on High-Performance Computing (HPC) systems poses several difficulties. Some of these relate to unstructured data, which, even on a single node, is much more expensive to render compared to structured volume data. Worse yet, in the data parallel rendering context, such data with highly non-convex spatial domain boundaries will cause rays along its silhouette to enter and leave a given rank's domains at different distances. This straddling, in turn, poses challenges for both ray marching, which usually assumes successive elements to share a face, and compositing, which usually assumes a single fragment per pixel per rank. We holistically address these issues using a combination of three inter-operating techniques: first, we use a highly optimized GPU ray marching technique that, given an entry point, can march a ray to its exit point with high-performance by exploiting an exclusive-or (XOR) based compaction scheme. Second, we use hardware-accelerated ray tracing to efficiently find the proper entry points for these marching operations. Third, we use a "deep" compositing scheme to properly handle cases where different ranks' ray segments interleave in depth. We use GPU-to-GPU remote direct memory access (RDMA) to achieve interactive frame rates of 10-15 frames per second and higher for our motivating use case, the Fun3D NASA Mars Lander.
Alper Sahistan, Serkan Demirci, Ingo Wald, Stefan Zellmann, João Barbosa, Nathan Morrical, Ugur Güdükbay
IEEE Trans. Vis. Comput. Graph.5
2025 Towards Quantum Ray Tracing
abstract
Rendering on conventional computers is capable of generating realistic imagery, but the computational complexity of these light transport algorithms is a limiting factor of image synthesis. Quantum computers have the potential to significantly improve rendering performance through reducing the underlying complexity of the algorithms behind light transport. This article investigates hybrid quantum-classical algorithms for ray tracing, a core component of most rendering techniques. Through a practical implementation of quantum ray tracing in a 3D environment, we show quantum approaches provide a quadratic improvement in query complexity compared to the equivalent classical approach. Based on domain specific knowledge, we then propose algorithms to significantly reduce the computation required for quantum ray tracing through exploiting image space coherence and a principled termination criteria for quantum searching. We show results obtained using a simulator for both Whitted style ray tracing, and for accelerating ray tracing operations when performing classical Monte Carlo integration for area lights and indirect illumination.
Luís Paulo Santos, Thomas Bashford-Rogers, João Barbosa, Paul A. Navrátil
IEEE Trans. Vis. Comput. Graph.3
2022 Typed SLD-Resolution: Dynamic Typing for Logic Programming
João Barbosa, Mário Florido, Vítor Santos Costa
LOPSTR1
2022 Fifty Years of Prolog and Beyond
abstract
Abstract Both logic programming in general and Prolog in particular have a long and fascinating history, intermingled with that of many disciplines they inherited from or catalyzed. A large body of research has been gathered over the last 50 years, supported by many Prolog implementations. Many implementations are still actively developed, while new ones keep appearing. Often, the features added by different systems were motivated by the interdisciplinary needs of programmers and implementors, yielding systems that, while sharing the “classic” core language, in particular, the main aspects of the ISO-Prolog standard, also depart from each other in other aspects. This obviously poses challenges for code portability. The field has also inspired many related, but quite different languages that have created their own communities. This article aims at integrating and applying the main lessons learned in the process of evolution of Prolog. It is structured into three major parts. First, we overview the evolution of Prolog systems and the community approximately up to the ISO standard, considering both the main historic developments and the motivations behind several Prolog implementations, as well as other logic programming languages influenced by Prolog. Then, we discuss the Prolog implementations that are most active after the appearance of the standard: their visions, goals, commonalities, and incompatibilities. Finally, we perform a SWOT analysis in order to better identify the potential of Prolog and propose future directions along with which Prolog might continue to add useful features, interfaces, libraries, and tools, while at the same time improving compatibility between implementations.
Philipp Koerner, Michael Leuschel, João Barbosa, Vítor Santos Costa, Verónica Dahl, Manuel V. Hermenegildo, José F. Morales 0001, Jan Wielemaker, Daniel Diaz 0001, Salvador Abreu
Theory Pract. Log. Program.3
2021 Data Type Inference for Logic Programming
João Barbosa, Mário Florido, Vítor Santos Costa
LOPSTR1