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Dive into the research topics where Luís Paulo Santos is active.

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Featured researches published by Luís Paulo Santos.


computer graphics, virtual reality, visualisation and interaction in africa | 2004

A local model of eye adaptation for high dynamic range images

Patrick Ledda; Luís Paulo Santos; Alan Chalmers

In the real world, the human eye is confronted with a wide range of luminances from bright sunshine to low night light. Our eyes cope with this vast range of intensities by adaptation; changing their sensitivity to be responsive at different illumination levels. This adaptation is highly localized, allowing us to see both dark and bright regions of a high dynamic range environment. In this paper we present a new model of eye adaptation based on physiological data. The model, which can be easily integrated into existing renderers, can function either as a static local tone mapping operator for single high dynamic range image, or as a temporal adaptation model taking into account time elapsed and intensity of preadaptation for a dynamic sequence. We finally validate our technique with a high dynamic range display and a psychophysical study.


international conference on parallel processing | 2012

cl OpenCL: supporting distributed heterogeneous computing in HPC clusters

Albano Alves; José Rufino; António Manuel Silva Pina; Luís Paulo Santos

Clusters that combine heterogeneous compute device architectures, coupled with novel programming models, have created a true alternative to traditional (homogeneous) cluster computing, allowing to leverage the performance of parallel applications. In this paper we introduce clOpenCL, a platform that supports the simple deployment and efficient running of OpenCL-based parallel applications that may span several cluster nodes, expanding the original single-node OpenCL model. clOpenCL is deployed through user level services, thus allowing OpenCL applications from different users to share the same cluster nodes and their compute devices. Data exchanges between distributed clOpenCL components rely on Open-MX, a high-performance communication library. We also present extensive experimental data and key conditions that must be addressed when exploiting clOpenCL with real applications.


international conference on computer graphics and interactive techniques | 2005

Selective component-based rendering

Kurt Debattista; Veronica Sundstedt; Luís Paulo Santos; Alan Chalmers

The computational requirements of full global illumination rendering are such that it is still not possible to achieve high-fidelity graphics of very complex scenes in a reasonable time on a single computer. By identifying which computations are more relevant to the desired quality of the solution, selective rendering can significantly reduce rendering times. In this paper we present a novel component-based selective rendering system in which the quality of every image, and indeed every pixel, can be controlled by means of a component regular expression (crex). The crex provides a flexible mechanism for controlling which components are rendered and in which order. It can be used as a strategy for directing the light transport within a scene and also in a progressive rendering framework. Furthermore, the crex can be combined with visual perception techniques to reduce rendering computation times without compromising the perceived visual quality. By means of a psychophysical experiment we demonstrate how the crex can be successfully used in such a perceptual rendering framework. In addition, we show how the crexs flexibility enables it to be incorporated in a predictive framework for time-constrained rendering.


Computer Graphics Forum | 2013

Spherical Fibonacci Point Sets for Illumination Integrals

Ricardo Marques; Christian Bouville; Mickaël Ribardière; Luís Paulo Santos; Kadi Bouatouch

Quasi‐Monte Carlo (QMC) methods exhibit a faster convergence rate than that of classic Monte Carlo methods. This feature has made QMC prevalent in image synthesis, where it is frequently used for approximating the value of spherical integrals (e.g. illumination integral). The common approach for generating QMC sampling patterns for spherical integration is to resort to unit square low‐discrepancy sequences and map them to the hemisphere. However such an approach is suboptimal as these sequences do not account for the spherical topology and their discrepancy properties on the unit square are impaired by the spherical projection. In this paper we present a strategy for producing high‐quality QMC sampling patterns for spherical integration by resorting to spherical Fibonacci point sets. We show that these patterns, when applied to illumination integrals, are very simple to generate and consistently outperform existing approaches, both in terms of root mean square error (RMSE) and image quality. Furthermore, only a single pattern is required to produce an image, thanks to a scrambling scheme performed directly in the spherical domain.


eurographics workshop on parallel graphics and visualization | 2006

Accelerating the irradiance cache through parallel component-based rendering

Kurt Debattista; Luís Paulo Santos; Alan Chalmers

The irradiance cache is an acceleration data structure which caches indirect diffuse samples within the framework of a distributed ray-tracing algorithm. Previously calculated values can be stored and reused in future calculations, resulting in an order of magnitude improvement in computational performance. However, the irradiance cache is a shared data structure and so it is notoriously difficult to parallelise over a distributed parallel system. The hurdle to overcome is when and how to share cached samples. This sharing incurs communication overheads and yet must happen frequently to minimise cache misses and thus maximise the performance of the cache. We present a novel component-based parallel algorithm implemented on a cluster of computers, whereby the indirect diffuse calculations are calculated on a subset of nodes in the cluster. This method exploits the inherent spatial coherent nature of the irradiance cache; by reducing the set of nodes amongst which cached values must be shared, the sharing frequency can be kept high, thus decreasing both communication overheads and cache misses. We demonstrate how our new parallel rendering algorithm significantly outperforms traditional methods of distributing the irradiance cache.


eurographics workshop on parallel graphics and visualization | 2009

Wait-free shared-memory irradiance cache

Piotr Dubla; Kurt Debattista; Luís Paulo Santos; Alan Chalmers

The irradiance cache (IC) is an acceleration data structure which caches indirect diffuse irradiance values within the context of a ray tracing algorithm. In multi-threaded shared memory parallel systems the IC must be shared among rendering threads in order to achieve high efficiency levels. Since all threads read and write from it an access control mechanism is required, which ensures that the data structure is not corrupted. Besides assuring correct accesses to the IC this access mechanism must incur minimal overheads such that performance is not compromised. In this paper we propose a new wait-free access mechanism to the shared irradiance cache. Wait-free data structures, unlike traditional access control mechanisms, do not make use of any blocking or busy waiting, avoiding most serialisation and reducing contention. We compare this technique with two other classical approaches: a lock based mechanism and a local write technique, where each thread maintains its own cache of locally evaluated irradiance values. We demonstrate that the wait-free approach significantly reduces synchronisation overheads compared to the two other approaches and that it increases data sharing over the local copy technique. This is, to the extent of our knowledge, the first work explicitly addressing access to a shared IC; this problem is becoming more and more relevant with the advent of multicore systems and the ever increasing number of processors within these systems.


Computer Graphics Forum | 2009

Instant Caching for Interactive Global Illumination

Kurt Debattista; Piotr Dubla; Francesco Banterle; Luís Paulo Santos; Alan Chalmers

The ability to interactively render dynamic scenes with global illumination is one of the main challenges in computer graphics. The improvement in performance of interactive ray tracing brought about by significant advances in hardware and careful exploitation of coherence has rendered the potential of interactive global illumination a reality. However, the simulation of complex light transport phenomena, such as diffuse interreflections, is still quite costly to compute in real time. In this paper we present a caching scheme, termed Instant Caching, based on a combination of irradiance caching and instant radiosity. By reutilising calculations from neighbouring computations this results in a speedup over previous instant radiosity‐based approaches. Additionally, temporal coherence is exploited by identifying which computations have been invalidated due to geometric transformations and updating only those paths. The exploitation of spatial and temporal coherence allows us to achieve superior frame rates for interactive global illumination within dynamic scenes, without any precomputation or quality loss when compared to previous methods; handling of lighting and material changes are also demonstrated.


IEEE Transactions on Visualization and Computer Graphics | 2013

A Spherical Gaussian Framework for Bayesian Monte Carlo Rendering of Glossy Surfaces

Ricardo Marques; Christian Bouville; Mickaël Ribardière; Luís Paulo Santos; Kadi Bouatouch

The Monte Carlo method has proved to be very powerful to cope with global illumination problems but it remains costly in terms of sampling operations. In various applications, previous work has shown that Bayesian Monte Carlo can significantly outperform importance sampling Monte Carlo thanks to a more effective use of the prior knowledge and of the information brought by the samples set. These good results have been confirmed in the context of global illumination but strictly limited to the perfect diffuse case. Our main goal in this paper is to propose a more general Bayesian Monte Carlo solution that allows dealing with nondiffuse BRDFs thanks to a spherical Gaussian-based framework. We also propose a fast hyperparameters determination method that avoids learning the hyperparameters for each BRDF. These contributions represent two major steps toward generalizing Bayesian Monte Carlo for global illumination rendering. We show that we achieve substantial quality improvements over importance sampling at comparable computational cost.


European Journal of Engineering Education | 2012

An integrated approach to develop professional and technical skills for Informatics Engineering students

João M. Fernandes; Natascha van Hattum-Janssen; António Nestor Ribeiro; Victor Fonte; Luís Paulo Santos; Pedro Sousa

Many of the current approaches used in teaching and learning in engineering education are not the most appropriate to prepare students for the challenges they will face in their professional careers. The active involvement of students in their learning process facilitates the development of the technical and professional competencies they need as professionals. This article describes the organisation and impact of a mini-conference and project work – the creation of a software product and its introduction in the market – aimed at the development of professional competencies in general and writing skills in particular. The course was evaluated by assessing the students’ perception of the development of a number of professional competencies through a questionnaire completed by 125 students from two consecutive year groups. The results indicate that the project work and the mini-conference had a positive impact on students’ perceptions of the development of professional competencies.


Advances in Engineering Software | 2014

Improving FEM crash simulation accuracy through local thickness estimation based on CAD data

Vânio Ferreira; Luís Paulo Santos; Markus Franzen; Omar Ghouati; Ricardo Simoes

Abstract In this paper, we present a method for estimating local thickness distribution in finite element models, applied to injection molded and cast engineering parts. This method features considerable improved performance compared to two previously proposed approaches, and has been validated against thickness measured by different human operators. We also demonstrate that the use of this method for assigning a distribution of local thickness in FEM crash simulations results in a much more accurate prediction of the real part performance, thus increasing the benefits of computer simulations in engineering design by enabling zero-prototyping and thus reducing product development costs. The simulation results have been compared to experimental tests, evidencing the advantage of the proposed method. Thus, the proposed approach to consider local thickness distribution in FEM crash simulations has high potential on the product development process of complex and highly demanding injection molded and cast parts and is currently being used by Ford Motor Company.

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