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Harlen Costa Batagelo

dblp:92/3236 · DBLP profile ↗
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11ranked-venue papers
4as first author
4since 2021 · last 2025
0000-0002-2325-2070ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 4 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 first-authorArtificial intelligence and machine learning · 2 · 2 since 2021Software engineering, systems software and programming languages · 1 · 1 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
1 paper
Image and video processing · 100%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video processing › image segmentation
graph-based segmentation
0.512021
Laplacian Coordinates: Theory and Methods for Seeded Image Segmentation · IEEE Trans. Pattern Anal. Mach. Intell. 2021
Image and video processing
image segmentation
0.512021
Laplacian Coordinates: Theory and Methods for Seeded Image Segmentation · IEEE Trans. Pattern Anal. Mach. Intell. 2021
Image and video processing › image segmentation › interactive segmentation
seeded image segmentation
0.512021
Laplacian Coordinates: Theory and Methods for Seeded Image Segmentation · IEEE Trans. Pattern Anal. Mach. Intell. 2021

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

sparse linear system · 0.5quadratic energy minimization · 0.5graph laplacian · 0.5
YearPublicationVenuePosition
2025 Reinforcement Learning for Circular Sparsest Packing Problems
abstract
The sparsest packing problem emerges in manufacturing multi-hole extrusion dies to obtain small and precise products in the automotive, aviation, food, and medical industries. The goal is to maximize the minimum Euclidean distance between the objects and between the objects to the boundaries of the container. Additionally, this task might be subject to balancing constraints that determine that the deviation of gravity center of the system should stay within a threshold. We present a novel custom environment that encompasses the constraints present in this task. We experiment with the proposed environment using Proximal Policy Optimization to assess the applicability of reinforcement learning for the sparsest packing problem with circular objects in a circular container. Our results indicate that the proposed agent learns efficiently, demonstrating promising results in both finding feasible solutions and optimizing the placement of objects. Our approach not only shows the potential of reinforcement learning for solving the sparsest packing problem but also provides insights into its effectiveness in environments with complex spatial and balancing constraints.
Fernanda Miyuki Yamada, Joao Paulo Gois, Harlen Costa Batagelo, Hiroki Takahashi
SoMeT3
2025 TANGAN: solving Tangram puzzles using generative adversarial network
abstract
While humans show remarkable proficiency in solving visual puzzles, machines often fall short due to the complex combinatorial nature of such tasks. Consequently, there is a growing interest in developing computational methods for the automatic solution of different puzzles, especially through deep learning approaches. The Tangram, an ancient Chinese puzzle, challenges players to arrange seven polygonal pieces to construct different patterns. Despite its apparent simplicity, solving the Tangram is considered an NP-complete problem, being a challenge even for the most sophisticated algorithms. Moreover, ensuring the generality and adaptability of machine learning models across different Tangram arrangements and complexities is an ongoing research problem. In this paper, we introduce a generative model specifically designed to solve the Tangram. Our model competes favorably with previous methods regarding accuracy while delivering fast inferences. It incorporates a novel loss function that integrates pixel-based information with geometric features, promoting a deeper understanding of the spatial relationships between pieces. Unlike previous approaches, our model takes advantage of the geometric properties of the Tangram to formulate a solving strategy, exploiting its inherent properties only through exposure to training data rather than through direct instruction. Extending the proposed loss function, we present a novel evaluation metric as a better fitting measure for assessing Tangram solutions than previous metrics. We further provide a new dataset containing more samples than others reported in the literature. Our findings highlight the potential of deep learning approaches in geometric problem domains.
Fernanda Miyuki Yamada, Harlen Costa Batagelo, Joao Paulo Gois, Hiroki Takahashi
Appl. Intell.2
2023 A review on Generative Adversarial Networks for image generation
Vinicius Luis Trevisan De Souza, Bruno A. D. Marques, Harlen Costa Batagelo, Joao Paulo Gois
Comput. Graph.3
2021 Laplacian Coordinates: Theory and Methods for Seeded Image Segmentation
abstract
Seeded segmentation methods have gained a lot of attention due to their good performance in fragmenting complex images, easy usability and synergism with graph-based representations. These methods usually rely on sophisticated computational tools whose performance strongly depends on how good the training data reflect a sought image pattern. Moreover, poor adherence to the image contours, lack of unique solution, and high computational cost are other common issues present in most seeded segmentation methods. In this work we introduce Laplacian Coordinates, a quadratic energy minimization framework that tackles the issues above in an effective and mathematically sound manner. The proposed formulation builds upon graph Laplacian operators, quadratic energy functions, and fast minimization schemes to produce highly accurate segmentations. Moreover, the presented energy functions are not prone to local minima, i.e., the solution is guaranteed to be globally optimal, a trait not present in most image segmentation methods. Another key property is that the minimization procedure leads to a constrained sparse linear system of equations, enabling the segmentation of high-resolution images at interactive rates. The effectiveness of Laplacian Coordinates is attested by a comprehensive set of comparisons involving nine state-of-the-art methods and several benchmarks extensively used in the image segmentation literature.
Wallace Casaca, Joao Paulo Gois, Harlen Costa Batagelo, Gabriel Taubin, Luis Gustavo Nonato
IEEE Trans. Pattern Anal. Mach. Intell.3
2018 Contour-aware 3D reconstruction of side-view sketches
Saulo Ramos, Diogo Fernando Trevisan, Harlen Costa Batagelo, Mario Costa Sousa, Joao Paulo Gois
Comput. Graph.3
2015 Interactive shading of 2.5D models
Joao Paulo Gois, Bruno A. D. Marques, Harlen Costa Batagelo
Graphics Interface3
2013 Least-squares hermite radial basis functions implicits with adaptive sampling
Harlen Costa Batagelo, Joao Paulo Gois
Graphics Interface1
2013 Generalized Hermitian Radial Basis Functions Implicits from polygonal mesh constraints
Joao Paulo Gois, Diogo Fernando Trevisan, Harlen Costa Batagelo, Ives Macêdo
Vis. Comput.3
2008 A framework for GPU-based application-independent 3D interactions
Harlen Costa Batagelo, Shin-Ting Wu
Vis. Comput.1
2007 Estimating curvatures and their derivatives on meshes of arbitrary topology from sampling directions
Harlen Costa Batagelo, Shin-Ting Wu
Vis. Comput.1
2005 What you see is what you snap: snapping to geometry deformed on the GPU
abstract
We present a simple yet effective snapping technique for constraining the motion of the cursor of an input device to the surface of 3D models whose geometry is arbitrarily deformed by a programmable hardware fragment and vertex processor. The technique works in image space and thus snaps the cursor to the geometry actually rendered instead of the geometry originally submitted to the rendering pipeline. We also present a method to establish a correspondence between snapped geometry in image space and object space, and an efficiency improvement based on the control of frequency of frame buffer accesses. Performance tests are conducted and compared against the standard picking and snapping algorithm used by the D3DX library of the Microsoft Direct3D API. We conclude by emphasizing the feasibility of our algorithm when facing the new advances of the graphics hardware for deforming geometry on the GPU.
Harlen Costa Batagelo, Shin-Ting Wu
SI3D1