2024
Autores
Sequeira, A; Santos, LP; Barbosa, LS;
Publicação
IEEE TRANSACTIONS ON QUANTUM ENGINEERING
Abstract
This article delves into the role of the quantum Fisher information matrix (FIM) in enhancing the performance of parameterized quantum circuit (PQC)-based reinforcement learning agents. While previous studies have highlighted the effectiveness of PQC-based policies preconditioned with the quantum FIM in contextual bandits, its impact in broader reinforcement learning contexts, such as Markov decision processes, is less clear. Through a detailed analysis of L & ouml;wner inequalities between quantum and classical FIMs, this study uncovers the nuanced distinctions and implications of using each type of FIM. Our results indicate that a PQC-based agent using the quantum FIM without additional insights typically incurs a larger approximation error and does not guarantee improved performance compared to the classical FIM. Empirical evaluations in classic control benchmarks suggest even though quantum FIM preconditioning outperforms standard gradient ascent, in general, it is not superior to classical FIM preconditioning.
2006
Autores
Chalmers, A; Debattista, K; Dos Santos, LP;
Publicação
Proceedings - GRAPHITE 2006: 4th International Conference on Computer Graphics and Interactive Techniques in Australasia and Southeast Asia
Abstract
The computational requirements of a full physically-based global illumination solution are significant, currently precluding its solution on even a powerful modern PC in reasonable let alone real time. A key factor to consider if we are ever to achieve so-called "Realism in Real-Time", is that we are computing images for humans to look at. Although the human visual system is very good, it is by no means perfect. By understanding what the human does, or perhaps more importantly, does not see, enables us to save significant computation effort without any loss of perceptual quality of the resultant image. This paper describes the novel techniques of selective rendering which allow us to direct computational resources to those areas of high perceptual importance while avoiding computing any detail which will not be perceived by the viewer. Such selective rendering methods offer us the real possibility of achieving high fidelity graphics of complex scenes at interactive rates.
2012
Autores
Silva, N; Santos, LP; Fussell, D;
Publicação
ADVANCES IN VISUAL COMPUTING, ISVC 2012, PT I
Abstract
Bidirectional Texture Functions (BTF) allow high quality visualization of real world materials exhibiting complex appearance and details that can not be faithfully represented using simpler analytical or parametric representations. Accurate representations of such materials require huge amounts of data, hindering real time rendering. BTFs compress the raw original data, constituting a compromise between visual quality and rendering time. This paper presents an implementation of a state of the art BTF representation on the GPU, allowing interactive high fidelity visualization of complex geometric models textured with multiple BTFs. Scalability with respect to the geometric complexity, amount of lights and number of BTFs is also studied.
2012
Autores
Pimenta, W; Santos, LP;
Publicação
WSCG'2012, CONFERENCE PROCEEDINGS, PTS I & II
Abstract
Even though three-dimensional (3D) displays have been introduced in relatively recent times in the context of display technology, they have undergone a rapid evolution, to the point that a plethora of equipment able to reproduce dynamic three-dimensional scenes in real time is now becoming commonplace in the consumer market. This paper's main contributions are (1) a clear definition of a 3D display, based on the visual depth cues supported, and (2) a hierarchical taxonomy of classes and subclasses of 3D displays, based on a set of properties that allows an unambiguous and systematic classification scheme for three-dimensional displays. Five main types of 3D displays are thus defined -two of those new-, aiming to provide a taxonomy that is largely backwards-compatible, but that also clarifies prior inconsistencies in the literature. This well-defined outline should also enable exploration of the 3D display space and devising of new 3D display systems.
2006
Autores
Santos, LP; Valentim, S; Fernandes, AR;
Publicação
Proceedings - SCCG 2006: 22nd Spring Conference on Computer Graphics
Abstract
Precomputed Radiance Transport (PRT) was introduced as a technique to enable interactive navigation and distant environmental real time relighting of rigid scenes. Evaluating radiance transport is, however, a computationally very demanding task, which precludes PRT's utilization during the model design phase, since the user must wait for long periods of time before being able to light and navigate within the model. This paper proposes and validates an approach to provide visual feedback to the user as soon as possible, within PRT context. By resorting to parallel processing and progressive refinement, the user is quickly presented with a lower lighting resolution of the virtual model. This is then progressively refined by incrementally increasing the number of incident directions taken into account on transport computations. PRT is, however, a complex algorithm that requires frequent collective communications of huge volumes of data, thus constraining the maximum achievable speedup on a parallel system. This issue is analysed and an alternative workload distribution is proposed and evaluated on a 12 node dual processor cluster. The final solution ensures a good resource utilization rate, reducing response times from dozens of seconds to a few hundred milliseconds. Copyright © 2006 by the Association for Computing Machinery, Inc.
2009
Autores
Debattista, K; Dubla, P; Banterle, F; Santos, LP; Chalmers, A;
Publicação
COMPUTER GRAPHICS FORUM
Abstract
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.
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