Regina Célia P. Leal-Toledo
Federal Fluminense University
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Publication
Featured researches published by Regina Célia P. Leal-Toledo.
computational science and engineering | 2008
Mark Joselli; Marcelo Zamith; Esteban Clua; Anselmo Antunes Montenegro; Aura Conci; Regina Célia P. Leal-Toledo; Luis Valente; Bruno Feijó; Marcos Cordeiro d'Ornellas; Cesar Tadeu Pozzer
The increase of computational power of programmable GPU (graphics processing unit) brings new concepts for using these devices for generic processing. Hence, with the use of the CPU and the GPU for data processing come new ideas that deals with distribution of tasks among CPU and GPU, such as automatic distribution. The importance of the automatic distribution of tasks between CPU and GPU lies in three facts. First, automatic task distribution enables the applications to use the best of both processors. Second, the developer does not have to decide which processor will do the work, allowing the automatic task distribution system to choose the best option for the moment. And third, sometimes, the application can be slowed down by other processes if the CPU or GPU is already overloaded. Based on these facts, this paper presents new schemes for efficient automatic task distribution between CPU and GPU. This paper also includes tests and results of implementing those schemes with a test case and with a real-time system.
conference on computability in europe | 2009
Mark Joselli; Marcelo Zamith; Esteban Clua; Anselmo Antunes Montenegro; Regina Célia P. Leal-Toledo; Aura Conci; Paulo A. Pagliosa; Luis Valente; Bruno Feijó
This article presents a new architecture to implement all game loop models for games and real-time applications that use the GPU as a mathematics and physics coprocessor, working in parallel processing mode with the CPU. The presented model applies automatic task distribution concepts. The architecture can apply a set of heuristics defined in Lua scripts in order to get acquainted with the best processor for handling a given task. The model applies the GPGPU (general-purpose computation on GPUs) paradigm. In this article we propose an architecture that acquires knowledge about the hardware by running tasks in each processor and, by studying their performance over time, finding the best processor for a group of tasks.
conference on computability in europe | 2008
Marcelo Zamith; Esteban Clua; Aura Conci; Anselmo Antunes Montenegro; Regina Célia P. Leal-Toledo; Paulo A. Pagliosa; Luis Valente; Bruno Feij
This article concerns the use of a graphics processor unit (GPU) as a math co-processor in real-time applications in special games and physics simulations. To validate this approach, we present a new game loop architecture that employs GPUs for general-purpose computations (GPGPUs). A critical issue here is the process distribution between the CPU and the GPU. The architecture consists of a model for distribution, and our implementation offers many advantages in comparison to other approaches without the GPGPU stage. This architecture can be used either by a general-purpose language such as the Compute Unified Device Architecture (CUDA), or shader languages such as the High-Level Shader Language (HLSL) and the OpenGL Shading Language (GLSL). Although the architecture proposed here aims at supporting mathematics and physics on the GPU, it is possible to adapt any kind of generic computation. This article discusses the model implementation in an open-source game engine and presents the results of using this platform.
Journal of Computational Science | 2015
Marcelo Zamith; Regina Célia P. Leal-Toledo; Esteban Clua; Elson Magalhães Toledo; Guilherme V. P. de Magalhães
Abstract In this work, we introduce a novel, flexible and robust traffic flow cellular automata model. Our proposal includes two important stages that make possible the consideration of different profiles of drivers’ behavior in a simple way. We first consider the motion expectation of vehicles that are in front of each driver. Secondly, we define how a specific vehicle decides to get around, considering the foreground traffic configuration. Our model uses stochastic rules for both situations, using the Probability Density Function of the Beta Distribution to model three drivers’ behavior, adjusting different parameters of the Beta Distribution for each one.
symposium on computer architecture and high performance computing | 2010
Diego N. Brandão; Marcelo Zamith; Esteban Clua; Anselmo Antunes Montenegro; André Bulcão; Daniel Madeira; Mauricio Kischinhevsky; Regina Célia P. Leal-Toledo
The scattering of acoustic waves in non-homogeneous media has been of practical interest for the petroleum industry, mainly in the determination of new oil deposits. A family of computational models that represent this phenomenon is based on finite difference methods. The simulation of these phenomena demands a high computational cost. In this work we employ GPU for the development of solvers for a 2D wave propagation problem with finite difference methods. Although there are many related works that use the same implementation presented in this paper, we propose a detailed and novel performance and memory bottleneck analysis for this hardware architecture.
2010 Brazilian Symposium on Games and Digital Entertainment | 2010
Mark Joselli; Marcelo Zamith; Esteban Clua; Anselmo Antunes Montenegro; Regina Célia P. Leal-Toledo; Luis Valente; Bruno Feijó
Distributed computing is being used in several fields to solve many computation intensive problems. In digital games, it is used mainly in multi-player games, where the majority of the game logic is processed in a mainframe or cluster. Single player games could also use distributed computing to process the game logic, devoting host processing to renderization, which is usually the task that digital games spend most of its processing time. By using distributed computing, games could need softer system requirements, since the game loop would be distributed. This paper presents a game loop that can be applied in both multi-player and single-player games, using automatic load balancing and distributing game logic computation among several computers.
SBGAMES '11 Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment | 2011
Marcelo Zamith; Mark Joselli; Esteban Clua; Anselmo Antunes Montenegro; Regina Célia P. Leal-Toledo; Luis Valente; Bruno Feijó
Several fields in Computer Science use distributed computing to solve many intensive computational problems. Digital games use this approach mainly in multiplayer games, where a mainframe or cluster processes the majority of game logic. Single player games can also use distribute computing to process game logic and visualization algorithms, usually the tasks where digital games spend most of the processing time. By applying an approach based on distributed computing, games would have softer requirements regarding hardware, since the network cluster would be responsible for processing parts of game loop tasks. With the concept of cloud computing, games could rely on other computers to aid in processing their tasks. This work presents game-loop architecture for single-player or multiplayer games, using automatic load balancing and distributing game logic computation among several computers.
international conference on conceptual structures | 2010
Marcelo Zamith; Regina Célia P. Leal-Toledo; Mauricio Kischinhevsky; Esteban Clua; Diego N. Brandão; Anselmo Antunes Montenegro; Edgar B. Lima
Abstract This work presents a probabilistic model for the microscopic simulation of traffic roads based on Nagel-Schreckenberg’s model. Each driver’s behavior is described through the combination of a continuous probability function with an anticipatory feature that leads to a counter flow velocity tunning. The simulations developed and described herein give rise to a phase diagram which resembles and enriches the fundamental diagram, in its theoretical as well as for real data.
international conference on conceptual structures | 2014
Alexandre J.M. Antunes; Regina Célia P. Leal-Toledo; Otton Teixeira da Silveira Filho; Elson Magalhães Toledo
Abstract Explicit finite difference method has been widely used for seismic modeling in heterogeneous media with strong discontinuities in physical properties. In such cases, due to stability considerations, the time step size is primarily determined by the medium with higher wave speed propagation, resulting that the higher the speed, the lower the time step needs to be to ensure stability throughout the whole domain. Therefore, the use of different temporal discretizations can greatly reduce the computational cost involved when solving this kind of problem. In this paper we propose an algorithm for the local temporal discretization setting named Region Triangular Transition (RTT), which allows the local temporal discretizations to be related by any integer value that enables these discretizations to operate at the stability limit of the finite difference approximations used.
cellular automata for research and industry | 2012
Marcelo Zamith; Regina Célia P. Leal-Toledo; Esteban Clua
This work introduces a novel Cellular Automata (CA) model applied for freeway traffic. Besides its capacity for representing basic traffic proprieties, it is capable of representing different drivers behaviors as well as its fluctuation and variation, based on the combination of acceleration and anticipation policy. Both policies are based on normal probabilistic function which represents the nature of unpredictable human behavior. The simulations developed and described herein give rise to a phase diagram which resembles and enriches the fundamental diagram, in its theoretical as well as for real data. Therefore, novel feature proposed herein is normal probabilistic function invoked in both policy (acceleration and anticipation), which allows for a simple group of rules with a few parameters.