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Salles V. G. Magalhães

dblp:87/5124 · also Salles Viana Gomes Magalhães, Salles Viana Gomes de Magalhães · DBLP profile ↗
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13ranked-venue papers
6as first author
2since 2021 · last 2022
0000-0002-9805-8627ORCID · verified

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

Databases, data management, data science and information retrieval · 7 · 3 first-authorArtificial intelligence and machine learning · 6 · 4 first-authorApplied, interdisciplinary, general and emerging computing · 5 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 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
2 papers
Computational geometry · 100%
Computer graphics and multimedia
1 paper
Geometric modeling and processing · 100%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational geometry › robust geometric computation
exact geometric predicates
0.612022
Fast Parallel Evaluation of Exact Geometric Predicates on GPUs · Comput. Aided Des. 2022
Computational geometry
geometric predicates
0.612022
Fast Parallel Evaluation of Exact Geometric Predicates on GPUs · Comput. Aided Des. 2022
Geometric modeling and processing › mesh processing › surface mesh processing
triangle mesh processing
0.412020
An Efficient and Exact Parallel Algorithm for Intersecting Large 3-D Triangular Meshes Using Arithmetic Filters · Comput. Aided Des. 2020
GPUs and heterogeneous computing
GPU computing
0.212022
Fast Parallel Evaluation of Exact Geometric Predicates on GPUs · Comput. Aided Des. 2022

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

parallel algorithm · 0.9arithmetic filters · 0.9
YearPublicationVenuePosition
2022 Fast Parallel Evaluation of Exact Geometric Predicates on GPUs
Marcelo de Matos Menezes, Salles V. G. Magalhães, Matheus Aguilar de Oliveira, W. Randolph Franklin, Rodrigo Eduardo de Oliveira Bauer Chichorro
Comput. Aided Des.2
2021 You Only Traverse Twice: A YOTT Placement, Routing, and Timing Approach for CGRAs
abstract
Coarse-grained reconfigurable architecture (CGRA) mapping involves three main steps: placement, routing, and timing. The mapping is an NP-complete problem, and a common strategy is to decouple this process into its independent steps. This work focuses on the placement step, and its aim is to propose a technique that is both reasonably fast and leads to high-performance solutions. Furthermore, a near-optimal placement simplifies the following routing and timing steps. Exact solutions cannot find placements in a reasonable execution time as input designs increase in size. Heuristic solutions include meta-heuristics, such as Simulated Annealing (SA) and fast and straightforward greedy heuristics based on graph traversal. However, as these approaches are probabilistic and have a large design space, it is not easy to provide both run-time efficiency and good solution quality. We propose a graph traversal heuristic that provides the best of both: high-quality placements similar to SA and the execution time of graph traversal approaches. Our placement introduces novel ideas based on “you only traverse twice” (YOTT) approach that performs a two-step graph traversal. The first traversal generates annotated data to guide the second step, which greedily performs the placement, node per node, aided by the annotated data and target architecture constraints. We introduce three new concepts to implement this technique: I/O and reconvergence annotation, degree matching, and look-ahead placement. Our analysis of this approach explores the placement execution time/quality trade-offs. We point out insights on how to analyze graph properties during dataflow mapping. Our results show that YOTT is 60.6 , 9.7 , and 2.3 faster than a high-quality SA, bounding box SA VPR, and multi-single traversal placements, respectively. Furthermore, YOTT reduces the average wire length and the maximal FIFO size (additional timing requirement on CGRAs) to avoid delay mismatches in fully pipelined architectures.
Michael Canesche, Westerley Carvalho, Lucas Reis, Matheus Aguilar de Oliveira, Salles V. G. Magalhães, Peter Jamieson, José A. M. Nacif, Ricardo S. Ferreira 0001
ACM Trans. Embed. Comput. Syst.5
2020 An Efficient and Exact Parallel Algorithm for Intersecting Large 3-D Triangular Meshes Using Arithmetic Filters
Salles V. G. Magalhães, W. Randolph Franklin, Marcus Vinícius Alvim Andrade
Comput. Aided Des.1
2018 Fast analysis of upstream features on spatial networks (GIS cup)
abstract
We present a fast linear time algorithm that uses a block-cut tree for identifying upstream features from a set of starting points in a network. Our implementation has been parallelized and it can process a dataset with 32 million features in less than 8 seconds on a 8-core workstation. This problem is the 2018 ACM SIGSPATIAL CUP challenge and presents several applications mainly on the field of utility networks. Our code is freely available for nonprofit research and education at https://github.com/sallesviana/FastUpstream
Salles V. G. Magalhães, W. Randolph Franklin, Ricardo S. Ferreira 0001
SIGSPATIAL/GIS1
2017 Fast exact parallel 3D mesh intersection algorithm using only orientation predicates
abstract
We present an algorithm to compute the intersection of two 3D triangulated meshes. It has applications in GIS, CAD and Additive Manufacturing, and was developed to process big datasets quickly and correctly. The speed comes from simple regular data structures that parallelize very well. The correctness comes from using multiple-precision rational arithmetic to prevent roundoff errors and the resulting topological inconsistencies, and symbolic perturbation (simulation of simplicity) to handle special cases (geometric degeneracies). To simplify the symbolic perturbation, the algorithm employs only orientation predicates. This paper focuses on the challenges and solutions of the implementing symbolic perturbation. Our preliminary implementation has intersected two objects totalling 8M triangles in 11 elapsed seconds on a dual 8-core Xeon. The competing LibiGL took 248 seconds and CGAL took 2726 seconds. Our software is freely available for nonprofit research.
Salles V. G. Magalhães, W. Randolph Franklin, Marcus Vinícius Alvim Andrade
SIGSPATIAL/GIS1
2016 PinMesh - Fast and exact 3D point location queries using a uniform grid
Salles V. G. Magalhães, Marcus Vinícius Alvim Andrade, W. Randolph Franklin
Comput. Graph.1
2015 Be a simulator developer and go beyond in computing engineering
abstract
This work presents a methodology based on simulator developers to be applied in several courses as well as research activities. This proposal is also based on “The Cathedral and the Bazaar” lessons. First, good programmers know what to write, however great ones know what to rewrite. Students could learn by developing new components to be added to the current simulator. Second, any tool should be useful in the expected way, but a truly great tool lends itself to uses you never expected. The proposed simulator has been developed to teach digital circuits. However, it can be used in many other computing engineering fields. Third point is motivation, where the lessons are driven by the following principle: To solve an interesting problem, start by finding a problem that is interesting to you. Nowadays, we are surrounded by Internet of things, where the simulator engine could be connected to learn and to motivate the students. Image processing could be taught by connecting your web-cam and/or your mobile device camera to your simulator engine. Moreover, mobile phones and/or Arduino devices have a set of sensors that could be captured inside of the virtual simulator lab.
Ricardo S. Ferreira 0001, José A. M. Nacif, Salles V. G. Magalhães, Thales T. de Almeida, Racyus D. G. Pacífico
FIE3
2015 Efficiently computing the drainage network on massive terrains using external memory flooding process
Thiago L. Gomes, Salles V. G. Magalhães, Marcus Vinícius Alvim Andrade, W. Randolph Franklin, Guilherme C. Pena
GeoInformatica2
2014 Parallel multiple observer siting on terrain
abstract
This paper presents the optimization and parallelization of the multiple observer siting program, originally developed by Franklin and Vogt. Siting is a compute-intensive application with a large amount of inherent parallelism. The advantage of parallelization is not only a faster program but also the ability to solve bigger problems. We have parallelized the program using two different techniques: OpenMP, using multi-core CPUs, and CUDA, using a general purpose graphics processing unit (GPGPU). Experiment results show that both techniques are very effective. Using the OpenMP program, we are able to site tens of thousands of observers on a 16385 × 16385 terrain in less than 2 minutes, on our workstation with two CPUs and one GPU. The CUDA program achieves the same in about 30 seconds.
W. Randolph Franklin, Daniel N. Benedetti, Salles V. G. Magalhães
SIGSPATIAL/GIS4
2014 Fast map generalization heuristic with a uniform grid
abstract
We present Grid-Gen, an efficient heuristic for map simplification. Grid-Gen deals with a variation of the generalization problem where the idea is to simplify the polylines of a map without changing the topological relationships between these polylines or between the lines and control points. Grid-Gen uses a uniform grid to accelerate the simplification process and can handle a map with more than 3 million polyline points and 10 million control points in 9 seconds in a Lenovo T430s laptop.
Salles V. G. Magalhães, W. Randolph Franklin, Marcus Vinícius Alvim Andrade
SIGSPATIAL/GIS1
2012 More efficient terrain viewshed computation on massive datasets using external memory
abstract
We present a better algorithm and implementation for external memory viewshed computation. It is about four times faster than the most recent and most efficient published methods. Ours is also much simpler. Since processing large datasets can take hours, this improvement is significant. To reduce the total number of I/O operations, our method is based on subdividing the terrain into blocks which are stored in a special data structure managed as a cache memory.
Cháulio Ferreira, Salles V. G. Magalhães, Marcus Vinícius Alvim Andrade, W. Randolph Franklin, André M. Pompermayer
SIGSPATIAL/GIS2
2011 Efficient viewshed computation on terrain in external memory
Marcus Vinícius Alvim Andrade, Salles V. G. Magalhães, Mirella A. Magalhães, W. Randolph Franklin, Barbara Cutler
GeoInformatica2
2010 An optimization heuristic for siting observers in huge terrains stored in external memory
abstract
This paper presents an heuristic method to give an approximated solution to the observer siting problem on high resolution terrains that are too large to be processed in the internal memory. Informally, the problem is to determine an optimal positioning of as few as possible observers for being able to observe as many target points as possible. Tests have shown that the proposed heuristic can solve this problem using, on average, fifteen percent fewer observers than another heuristic described in the literature. This will permit more efficient positioning of facilities such as mobile phone towers, fire observation towers, and vigilance systems.
Salles V. G. Magalhães, Marcus Vinícius Alvim Andrade, W. Randolph Franklin
HIS1