I am an Associate Professor in the Center for Mathematics, Computing, and Cognition (CMCC) at the Federal University of ABC (UFABC), Brazil. I specialize in the areas of computer graphics, digital image processing, and computer vision. I also have experience developing 3D graphics applications and games, and am passionate about leveraging modern C++ for creating interactive cross-platform graphics applications.

Recent projects

ABCg

C++20 framework that simplifies the development of cross-platform applications based on OpenGL, OpenGL ES, WebGL, and Vulkan.

ABCg was designed primarily for the tutorials and assignments of the course "MCTA008-17 Computer Graphics", but can also be used for full-fledged applications (see ImpVis below!).

ImpVis - 3D implicit function viewer

Impvis is an interactive tool designed for real-time visualization of isosurfaces and scalar fields generated from 3D implicit functions. It provides a dynamic experience by allowing users to modify the parameters and expressions of the function in real-time.

ImpVis is available for Windows, Linux, macOS, and WebAssembly.

Publications

A review on generative adversarial networks for image generation

SOUZA, V. L. T.; MARQUES, B. A. D.; BATAGELO, H. C.; GOIS, J. P.
Computers & Graphics. ISSN 0097-8493. 2023.

Generative Adversarial Networks (GANs) are a type of deep learning architecture that uses two networks namely a generator and a discriminator that, by competing against each other, pursue to create realistic but previously unseen samples. They have become a popular research topic in recent years, particularly for image processing and synthesis, leading to many advances and applications in various fields. With the profusion of published works and interest from professionals of different areas, surveys on GANs are necessary, mainly for those who aim starting on this topic. In this work, we cover the basics and notable architectures of GANs, focusing on their applications in image generation. We also discuss how the challenges to be addressed in GANs architectures have been faced, such as mode coverage, stability, convergence, and evaluating image quality using metrics.

Laplacian Coordinates: Theory and Methods for Seeded Image Segmentation

CASACA, W.; GOIS, J. P.; BATAGELO, H. C.; TAUBIN, G.; NONATO, L. G.
IEEE Transactions on Pattern Analysis and Machine Intelligence. 43(8):2665--2681. 2021.

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.

Solving Tangram Puzzles Using Raster-Based Mathematical Morphology

YAMADA, F. M.; GOIS, J. P.; BATAGELO, H. C.
In proceedings of the 2019 32nd SIBGRAPI Conference on Graphics, Patterns and Images. 116--123. 2019.

The Tangram is a dissection puzzle composed of polygonal pieces which can be combined to form different patterns. Solving the Tangram is a two-dimensional irregular shape packing problem known to be NP-hard. Tangram patterns may be composed of multiple connected components, and assembling them may require the reflection transformation and unconstrained rotations of the pieces. In this work, we propose a novel approach for the automatic solution of the Tangram based on a raster representation of the puzzle. In order to adapt the geometrical techniques that are applied to the prevention of piece overlapping and the reduction of space between pieces, we use morphological operators and representations commonly used in the discrete domain such as the dilation operator, the distance transform and the morphological skeletonization. We investigate the effects of the raster representation in the puzzle assembly process and verify the effectiveness of the proposed method in solving different Tangram puzzles.

Contour-aware 3D reconstruction of side-view sketches

RAMOS, S.; TREVISAN, D. F.; BATAGELO, H. C.; SOUSA, M. C.; GOIS, J. P.
Computers & Graphics. 77:97--107. 2018.

Contour-aware 3D reconstruction of side-view sketches

The 3D reconstruction from a single 2D side-view sketch faces challenges in capturing details of the curves and inferring the hidden parts. Here, we introduce an approach that ensures the 2D contours are interpolated to a suitable 3D reconstruction while capturing the small details of the sketch. To this end, we propose a novel strategy that combines a proper 3D Hermitian data generation from the vicinity of the sketches with an approach for identification and completion of sketch curves. Feasible 3D models are then generated using Hermitian Radial Basis Functions (HRBF) Implicit Surfaces. Results indicate that our approach provides not only more detailed 3D reconstructed models but also more perceptual agreement from the input sketches in comparison to previous work.

Interactive Shading of 2.5D Models

GOIS, J. P.; MARQUES, B. A. D.; BATAGELO, H. C.
In proceedings of Graphics Interface 2015. 89--96. 2015.

Interactive Shading of 2.5D Models

Advances in computer-assisted methods for designing and animating 2D artistic models have incorporated depth and orientation cues such as shading and lighting effects. These features improve the visual perception of the models while increasing the artists' flexibility to achieve distinctive design styles. An advance that has gained particular attention in the last years is the 2.5D modeling, which simulates 3D rotations from a set of 2D vector arts. This creates not only the perception of animated 3D orientation, but also automates the process of inbetweening. However, previous 2.5D modeling techniques do not allow the use of interactive shading effects. In this work, we tackle the problem of providing interactive 3D shading effects to 2.5D modeling. Our technique relies on the graphics pipeline to infer relief and to simulate the 3D rotation of the shading effects inside the 2D models in real-time. We demonstrate the application on Phong, Gooch and cel shadings, as well as environment mapping, fur simulation, animated texture mapping, and (object-space and screen-space) texture hatchings.

GPU-based Sphere Tracing for Radial Basis Function Implicits

BATAGELO, H. C.; GOIS, J. P.
International Journal of Image and Graphics, 14(1-2), 2014.

Ray tracing of implicit surfaces based on radial basis functions can demand high computational cost in the presence of a large number of radial centers. Recently, it was presented the Least Squares Hermite Radial Basis Functions (LS-HRBF) Implicits, a method for implicit surface reconstruction from Hermitian data (points equipped with their normal vectors) which makes use of iterative center selection in order to reduce the number of centers. In the present work, we propose an antialiased Sphere Tracing algorithm fully implemented in OpenGL Shader Language for ray tracing LS-HRBF Implicits, which exploits a regular partition of unity for strong parallelization. We show that interactive frame rates can be achieved for surfaces composed of thousands of centers even when rendering effects such as cube mapping, soft shadows and ambient occlusion are used.

A low-cost-memory CUDA implementation of the conjugate gradient method applied to globally supported radial basis functions implicits

TREVISAN, D. F.; GOIS, J. P.; BATAGELO, H. C.
Journal of Computational Science, 5(5):701--708, 2014.

Hermitian radial basis functions implicits is a method capable of reconstructing implicit surfaces from first-order Hermitian data. When globally supported radial functions are used, a dense symmetric linear system must be solved. In this work, we aim at exploring and computing a matrix-free implementation of the Conjugate Gradients Method on the GPU in order to solve such linear system. The proposed method parallelly rebuilds the matrix on demand for each iteration. As a result, it is able to compute the Hermitian-based interpolant for datasets that otherwise could not be handled due to the high memory demanded by their linear systems.

Generalized Hermitian Radial Basis Functions Implicits from Polygonal Mesh Constraints

GOIS, J. P.; TREVISAN, Diogo F.; BATAGELO, Harlen C.; MACÊDO, I.
The Visual Computer, 29:651--661, 2013.

In this work we investigate a generalized interpolation approach using radial basis functions to reconstruct implicit surfaces from polygonal meshes. With this method, the user can define with great flexibility three sets of constraint interpolants: points, normals, and tangents; allowing to balance computational complexity, precision, and feature modeling. Furthermore, this flexibility makes possible to avoid untrustworthy information, such as normals estimated on triangles with bad aspect ratio. We present results of the method for applications related to the problem of modeling 2D curves from polygons and 3D surfaces from polygonal meshes. We also apply the method to problems involving subdivision surfaces and front-tracking of moving boundaries. Finally, as our technique generalizes the recently proposed HRBF Implicits technique, comparisons with this approach are also conducted.

Least-squares Hermite RBF with adaptive sampling

BATAGELO, H. C.; GOIS, J. P.
In proceedings of Graphics Interface 2013. 106--116. 2013.

HRBF Implicits have been used for the implicit reconstruction of point clouds with normals. They yield superior results when compared to non-Hermitian RBFs for the same number of centers and do not require offset points in order to avoid the trivial solution. We propose a center selection criteria for HRBF Implicits based on an adaptive greedy algorithm that takes into account function value, gradient and distance between centers. Residuals are computed using a least-squares solution that takes into account all non-center points. As a result, the sampled centers are globally well distributed (as in a Leja sequence), but at the same time preserve local features. Because the method produces good reconstructions with few centers, it may be useful for applications in which the implicit surface evaluation time is critical (e.g. real-time visualization).

Interactive Graphics Applications with OpenGL Shading Language and Qt

GOIS, J. P.; BATAGELO, H. C.
In proceedings of 2012 25th SIBGRAPI Conference on Graphics, Patterns and Images Tutorials. 1--20. 2012.

Qt framework allows the easy development of professional cross-platform graphics applications using C++. Qt provides the QtOpenGL Module that makes easy the development of hardware-accelerated graphics applications using OpenGL and OpenGL Shading Language (GLSL). With Qt, matrices, vectors, vertex buffer objects, textures, shader programs and UI components are integrated by classes in the object-oriented paradigm and intercommunicate by the Qt mechanism of signals/slots. The goal of this survey is to detail the development of interactive graphics applications with OpenGL and Qt. Along with it, we compare features of QtOpenGL Module with those of GLU/GLUT libraries, as the latter is traditionally used in text books and computer graphics courses.

Older publications

Disclaimer: Federal University of ABC does not take responsability for the contents of this academic page. Any opinions expressed herein should be construed solely as those of its author.