Journal Papers

A probabilistic cellular automata model for highway traffic simulation

Procedia Computer Science. , v.1, p.337 – 345, 2010.

Marcelo Zamith, E-mail the corresponding author, , Regina Célia P. Leal-Toledo, E-mail the corresponding author , Diego N. Brandão, E-mail the corresponding author, , Esteban Clua, E-mail the corresponding author, , Anselmo Montenegro, E-mail the corresponding author , Edgar B. Lima

Fluminense Federal University, Computer Science Department, Passo da Pátria Street, 156, Niterói, Brazil

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.

Keywords

Cellular automata; Probabilistic model; Rejection technique; Traffic simulation

 

An adaptive graph for volumetric mesh visualization

Procedia Computer Science. , v.1, p.1741 – 1749, 2010.

Diogo T. Robainaa, E-mail the corresponding author, , Mauricio Kischinhevskya, E-mail the corresponding author, , Sanderson L. Gonzaga de Oliveirab, E-mail the corresponding author, , Diego N. Brandãoc, E-mail the corresponding author, , Esteban Cluac, E-mail the corresponding author, , Anselmo Montenegroc, E-mail the corresponding author,


a Universidade Federal Fluminense, Instituto de Computação

b Universidade Federal de Lavras, Departamento de Ciência da Computação

c Universidade Federal Fluminense, Instituto de Computação

Abstract

This work presents an adaptive strategy in order to visualize volumetric data generated from numerical simulations of partial differential equations. The mesh is represented by a graph data structure. Moreover, the Autonomous Leaves Graph is extended to the three-dimensional case. This scheme intends to achieve better transversal cost than a treelike (e.g., bintree, quadtree and octree) space arrangement approach. Furthermore, this strategy intends to reduce the computational cost of constructing the discretization and the visualization of data. The total-ordering of the mesh volumes used in the discretization and the visualization processes is by the 3D Modified Hilbert space-filling Curve. To evaluate the performance, the strategy is applied on a Heat Conduction simulation problem using finite difference discretizations and the experimental results are discussed. Comparisons are made between numerical results obtained when using the Hilbert Curve and its modified version. In addition, experiments are shown when visualization is made from inside and outside the volume. The results expose the efficiency of using this strategy.

Keywords

Adaptive mesh refinement; pace-filling curve; Volumetric visualization; Autonomous leaves graph; Heat conduction simulation


An architecture with automatic load balancing for real-time simulation and visualization systems

JCIS – Journal of Computational Interdisciplinary Sciences. , v.1, p.207 – 224, 2010.

JOSELLI, M., Marcelo Zamith, E-mail the corresponding author, Esteban Clua, E-mail the corresponding author. W. G., LEAL, R., Anselmo Montenegro, E-mail the corresponding author, VALENTE, L., FEIJO, B., PAGLIOSA, P.

Abstract
 
Distributed computing is being used in several fields to solve manycomputation intensive problems. In digital games, it is used mainlyin multi-player games, where the majority of the game logic is pro-cessed in a mainframe or cluster. Single player games could alsouse distributed computing to process the game logic, devoting hostprocessing to renderization, which is usually the task that digitalgames spend most of its processing time. By using distributedcomputing, games could need softer system requirements, since thegame loop would be distributed. This paper presents a game loopthat can be applied in both multi-player and single-player games,using automatic load balancing and distributing game logic compu-tation among several computers.
 
 
Keywords::
Parallel computing, Distributed computing, DigitalGames, task distribution, GPGPU, real-time loop models, real-timesystems, Multithread Architectures for real-time systems, Real-time applications

 

 

A bidimensional data structure and spatial optimization for supermassive crowd simulation on GPU

Computers in Entertainment : CIE. , v.7, p.1 – , 2009.

Passos, Erick Baptista, Joselli, Mark, Marcelo Zamith, E-mail the corresponding author, Esteban Clua, E-mail the corresponding author, Walter Gonzalez, Anselmo Montenegro, E-mail the corresponding author, Conci, Aura, Feijo, Bruno, CLUA, E. W. G. 

 

A progressive vector map browser for the web

Journal of the Brazilian Computer Society (Impresso). , v.15, p.35 – 48, 2009.

RAMOS, J. A. S., ESPERANZA, C., CLUA, E. W. G.

 

An adaptative game loop architecture with automatic distribution of tasks between CPU and GPU

Computers in Entertainment : CIE. , v.7, p.1 – , 2009.

Joselli, Mark, Marcelo Zamith, E-mail the corresponding author, Esteban Clua, E-mail the corresponding author, Anselmo Montenegro, E-mail the corresponding author, Leal-Toledo, Regina, Conci, Aura, Pagliosa, Paulo, Valente, Luis, Feijó, Bruno, CLUA, E. W. G. 

 

Neuronal editor agent for scene cutting in game cinematography

Computers in Entertainment : CIE. , v.7, p.1 – , 2009.

Passos, Erick B., Anselmo Montenegro, E-mail the corresponding author, Clua, Esteban W. G., Pozzer, Cezar, Azevedo, Vinicius, CLUA, E. W. G. .

 

Smart composition of game objects using dependency injection

Computers in Entertainment : CIE. , v.7, p.1 – , 2009.

Passos, Erick B., Sousa, Jonhnny Weslley S., Clua, Esteban Walter Gonzales, Montenegro, Anselmo, Murta, Leonardo, CLUA, E. W. G.

 

The GPU Used as a Math Co-Processor in Real Time Applications

Computers in Entertainment : CIE. , v.6, p.1 – 19, 2008.

ZAMITH, M., CLUA, E. W. G., PAGLIOSA, P., CONCI, A., VALENTE, L., FEIJO, B., LEAL, R., MONTENEGRO, A.

 
 
Software Architecture of XNA framework

Revista de Informática Teórica e Aplicada. , v.15, p.30 – 55, 2007.

RABELLO, B., MATTOS, B., EVANGELISTA, B., CLUA, E. W. G.

Desenvolvimento de Jogos em Computadores e Celulares – tópicos de pesquisa e fronteira tecnológica

Revista de Informática Teórica e Aplicada. , v.8, p.7 – 46, 2001.

FEIJO, B., DREUX, M., CLUA, E. W. G., BATTAIOLA, A. L., KOZOVITS, L., POZZER, C.

 
Bipartite Graph Matching Computation on GPU

In: European Conference on Computer Vision, 2009, Bonn. Proceedings of the 11th European Conference on Computer Vision. Lecture Notes in Computer Science., 2009. v. 5681. p. 42-55.

VASCONCELOS, C. N. ; Dr.-Ing. Bodo Rosenhahn .
 

Intelligent automated brain image segmentation

International Journal of Innovative Computing and Applications (Print), v. 2, p. 23-33, 2009.

(doi=http://dx.doi.org/10.1504/IJICA.2009.027994)

Seixas, F.L. ; CONCI, A. ; Saade, D.C. Muchaluat ; Souza, A.S. De . 

 

An approach for enhancing fingerprint Images using adaptive Gabor filter parameters

Pattern Recognition and Image Analysis, v. 18, p. 497-506, 2008.

OLIVEIRA, S. L. G. ; VIOLA, F. ; CONCI, A. .

oi=http://dx.doi.org/10.1134/S105466180803019X)

 
 
USING POSTSCRIPT PROGRAMMING LANGUAGE IN AN UNDERGRADUATE COMPUTER GRAPHICS COURSE

 

Journal for Geometry and Graphics, v. 12, p. 215-228, 2008.

Rauber, T.W. ; CONCI, A. .

 

A model for the displacement behavior of after buckled membranes and textiles based on tension field theory and experiments

Latin American Journal of Solids and Structures, v. 4, p. 299-314, 2007.

CONCI, A. . .