Demo Data from SIGIR 2026 / reviewers in the wild / expert
Paulo A. Pagliosa
dblp:21/6345
· DBLP profile ↗
8ranked-venue papers
1as first author
0since 2021 · last 2020
0000-0002-2772-0767ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6Artificial intelligence and machine learning · 1 · 1 first-authorSystems, architecture and hardware · 1Human-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.
| Computer graphics and multimedia
2 papers |
Computer animation and physical simulation · 70% Visualization and visual analytics · 30% | |
| Databases, data mining, and information retrieval
1 paper |
Information retrieval · 100% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Computer animation and physical simulation
fluid simulation |
0.4 | 1 | 2020 | RBF liquids: an adaptive PIC solver using RBF-FD · ACM Trans. Graph. 2020 |
Computer animation and physical simulation › fluid simulation › eulerian-lagrangian simulation
particle-in-cell method |
0.4 | 1 | 2020 | RBF liquids: an adaptive PIC solver using RBF-FD · ACM Trans. Graph. 2020 |
Information retrieval › search interfaces
search result presentation |
0.2 | 1 | 2014 | Similarity Preserving Snippet-Based Visualization of Web Search Results · IEEE Trans. Vis. Comput. Graph. 2014 |
Visualization and visual analytics › information visualization › information retrieval visualization
search result visualization |
0.2 | 1 | 2014 | Similarity Preserving Snippet-Based Visualization of Web Search Results · IEEE Trans. Vis. Comput. Graph. 2014 |
Visualization and visual analytics
text visualization |
0.2 | 1 | 2014 | Similarity Preserving Snippet-Based Visualization of Web Search Results · IEEE Trans. Vis. Comput. Graph. 2014 |
Methods — techniques the papers use, named apart from their topics
radial basis function finite difference · 0.4quadtree/octree adaptivity · 0.4meshfree interpolation · 0.4multidimensional projection · 0.4energy functional minimization · 0.4cosine similarity · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | RBF liquids: an adaptive PIC solver using RBF-FDabstractWe introduce a novel liquid simulation approach that combines a spatially adaptive pressure projection solver with the Particle-in-Cell (PIC) method. The solver relies on a generalized version of the Finite Difference (FD) method to approximate the pressure field and its gradients in tree-based grid discretizations, possibly non-graded. In our approach, FD stencils are computed by using meshfree interpolations provided by a variant of Radial Basis Function (RBF), known as RBF-Finite-Difference (RBF-FD). This meshfree version of the FD produces differentiation weights on scattered nodes with high-order accuracy. Our method adapts a quadtree/octree dynamically in a narrow-band around the liquid interface, providing an adaptive particle sampling for the PIC advection step. Furthermore, RBF affords an accurate scheme for velocity transfer between the grid and particles, keeping the system's stability and avoiding numerical dissipation. We also present a data structure that connects the spatial subdivision of a quadtree/octree with the topology of its corresponding dual-graph. Our data structure makes the setup of stencils straightforward, allowing its updating without the need to rebuild it from scratch at each time-step. We show the effectiveness and accuracy of our solver by simulating incompressible inviscid fluids and comparing results with regular PIC-based solvers available in the literature. Rafael Umino Nakanishi, Filipe de Carvalho Nascimento, Rafael Campos, Paulo A. Pagliosa, Afonso Paiva 0001 |
ACM Trans. Graph. | 4 |
| 2019 | Boundary particle resampling for surface reconstruction in liquid animation
Marcos Sandim, Nicolas Oe, Douglas Cedrim, Paulo A. Pagliosa, Afonso Paiva 0001 |
Comput. Graph. | 4 |
| 2016 | Boundary Detection in Particle-based FluidsabstractAbstract This paper presents a novel method to detect free‐surfaces on particle‐based volume representation. In contrast to most particle‐based free‐surface detection methods, which perform the surface identification based on physical and geometrical properties derived from the underlying fluid flow simulation, the proposed approach only demands the spatial location of the particles to properly recognize surface particles, avoiding even the use of kernels. Boundary particles are identified through a Hidden Point Removal (HPR) operator used for visibility test. Our method is very simple, fast, easy to implement and robust to changes in the distribution of particles, even when facing large deformation of the free‐surface. A set of comparisons against state‐of‐the‐art boundary detection methods show the effectiveness of our approach. The good performance of our method is also attested in the context of fluid flow simulation involving free‐surface, mainly when using level‐sets for rendering purposes. Marcos Sandim, Douglas Cedrim, Luis Gustavo Nonato, Paulo A. Pagliosa, Afonso Paiva 0001 |
Comput. Graph. Forum | 4 |
| 2015 | Particle-based fluids for viscous jet bucklingabstractIn this paper, we introduce a novel meshfree framework for animating free surface viscous liquids with jet buckling effects, such as coiling and folding. Our method is based on Smoothed Particle Hydrodynamics (SPH) fluids and allows more realistic and complex viscous behaviors than the previous SPH frameworks in computer animation literature. The viscous liquid is modeled by a non-Newtonian fluid flow and the variable viscosity under shear stress is achieved using a viscosity model known as Cross model. We demonstrate the efficiency and stability of our framework in a wide variety of animations, including scenarios with arbitrary geometries and high resolution of SPH particles. The interaction of the viscous liquid with complex solid obstacles is performed using boundary particles. Our framework is able to deal with different inlet velocity profiles and geometries of the injector , as well as moving inlet jet along trajectories given by cubic Hermite splines. Moreover, the simulation speed is significantly accelerated by using Computer Unified Device Architecture (CUDA) computing platform. Luiz Fernando de Souza Andrade, Marcos Sandim, Fabiano Petronetto, Paulo A. Pagliosa, Afonso Paiva 0001 |
Comput. Graph. | 4 |
| 2015 | Projection inspector: Assessment and synthesis of multidimensional projections
Paulo A. Pagliosa, Fernando Vieira Paulovich, Rosane Minghim, Haim Levkowitz, Luis Gustavo Nonato |
Neurocomputing | 1 |
| 2015 | Neighborhood grid: A novel data structure for fluids animation with GPU computing
Mark Joselli, Jose Ricardo da Silva Jr., Esteban Walter Gonzalez Clua, Anselmo Antunes Montenegro, Marcos Lage, Paulo A. Pagliosa |
J. Parallel Distributed Comput. | 6 |
| 2014 | Similarity Preserving Snippet-Based Visualization of Web Search ResultsabstractInternet users are very familiar with the results of a search query displayed as a ranked list of snippets. Each textual snippet shows a content summary of the referred document (or webpage) and a link to it. This display has many advantages, for example, it affords easy navigation and is straightforward to interpret. Nonetheless, any user of search engines could possibly report some experience of disappointment with this metaphor. Indeed, it has limitations in particular situations, as it fails to provide an overview of the document collection retrieved. Moreover, depending on the nature of the query--for example, it may be too general, or ambiguous, or ill expressed--the desired information may be poorly ranked, or results may contemplate varied topics. Several search tasks would be easier if users were shown an overview of the returned documents, organized so as to reflect how related they are, content wise. We propose a visualization technique to display the results of web queries aimed at overcoming such limitations. It combines the neighborhood preservation capability of multidimensional projections with the familiar snippet-based representation by employing a multidimensional projection to derive two-dimensional layouts of the query search results that preserve text similarity relations, or neighborhoods. Similarity is computed by applying the cosine similarity over a "bag-of-words" vector representation of collection built from the snippets. If the snippets are displayed directly according to the derived layout, they will overlap considerably, producing a poor visualization. We overcome this problem by defining an energy functional that considers both the overlapping among snippets and the preservation of the neighborhood structure as given in the projected layout. Minimizing this energy functional provides a neighborhood preserving two-dimensional arrangement of the textual snippets with minimum overlap. The resulting visualization conveys both a global view of the query results and visual groupings that reflect related results, as illustrated in several examples shown. Erick Gomez Nieto, Frizzi Alejandra San Roman Salazar, Paulo A. Pagliosa, Wallace Casaca, Elias Salomão Helou Neto, Maria Cristina Ferreira de Oliveira, Luis Gustavo Nonato |
IEEE Trans. Vis. Comput. Graph. | 3 |
| 2010 | Fluid simulation with rigid body triangle accuracy collision using an heterogeneous GPU/CPU hardware systemabstractFluid simulation is very important for the study of natural phenomena. Most of these phenomena could not be simulated computationally some years ago and for its study the research only had available the manual calculation of its govern equation or a small physical simulation of the phenomena to be studied. With the technology advance, most of these phenomena could be simulate even in real time coming out a new research field called Computational Fluid Dynamic (DFC) only to deal with it. Many researches in DFC use Graphics Processor Unity (GPU) to simulate fluids, forgiving the existence of the CPU, which became idle most time during the simulation. Due the presented fact, we propose a method for using GPU and CPU together during the fluid simulation. Fluid simulation in this work is based on Smoothed Particle Hydrodynamics (SPH), a mesh free Newtonian method for fluid simulation. Also, the rigid body and fluid interaction is dealt at triangle level, archiving more precise results. Jose Ricardo da Silva Jr., Esteban Walter Gonzalez Clua, Paulo A. Pagliosa, Anselmo Antunes Montenegro |
SI3D | 3 |