RT-3: Vis&VA

RT-4: M&S


The computer graphics field of NPR aims at expanding the expressive power of computer graphics with alternate visual abstractions founded on knowledge and techniques long used by artists and scientific illustrators. NPR places emphasis on specific features of a model, exposing subtle attributes, and omitting extraneous information.

(a) Costa Sousa & Buchanan '99b; (b) Costa Sousa & Prusinkiewicz '03; (c) Buchin et al. '04;
(d) Kim et al. '09; (e) Costa Sousa et al. '03; (f) Maciejewski et al. '08.

Over the years, the algorithms and methods from our NPR research have been applied in commercial and in-house computer graphics systems to compute shape analysis of scientific subjects, to extract shape features in 3D models, and to approximate the appearance of natural media (e.g., graphite pencil and pen-and-ink). These systems have been applied in various disciplines and domains of art, industrial design, 3D content creation (in the film, games, and animation industries), medicine, botanical sciences, geomatics & cartography, zoology, and archeology.


The computer graphics field of SBIM is concerned with algorithms and mathematical models inspired by the traditional use of sketches (1) to establish the geometry and topology of the subject being depicted; and (2) to conceptualize ideas and to interpret data.

(a) Cherlin et al. '05; (b) Amorim R et al. '14; (c) Anastacio et al. ['06, '09];
(d) Chen et al. ['06, '08]; (e) Amorim R et al. '12b.

In SBIM, our group has focused on three main research drections. (1) Building the overall geometry and topology of 3D models. (2) Augmenting existing 3D models with geometric details. (3) Using sketches as operators, indicatiors and for annotation.


This research theme focuses on algorithms and mathematical models to present, transform and convert complex scientific multi-{modal, scale, variate} data into an efficient and effective visual representation that humans can rapidly and easily understand, analyze, and comprehend.

(a) de Carvalho et al. '16; (b) Rocha et al. '17; (c) Taerum et al. '06;
(d) Mostafa et al. '13a; Cevolani et al. '13; Sahaf et al. '17a; (e) Amorim E et al. '15.

In Visualization, our group has focused on the area of illustrative visualization, based on principles from traditional scientific illustration to emphasize specific features, to expose subtle attributes, to omit extraneous information, among other visual communication goals. In Visual Analytics, our group has focused on interactive visual representations and analytical reasoning models to extract, cluster, and compute similarities and correlations between samples from high-dimensional data and large parameter spaces.


This research theme focuses mainly on fundamental research of algorithms and mathematical models of computer graphics, visualization, and visual analytics, describing static and dynamic aspects in the data. Projects in M&S are either stand-alone or derived from projects from the other four research themes.

(a) Vital Brazil et al. '10a; Proença et al. '07; (b) Streit et al. '05;
(c) Brosz et al. ['06, '07a]; (d) Roberts et al. '10; (e) Hamdi et al. '15a.

M&S projects from our group are organized into four categories: (Cat 1) Mapping techniques. (Cat 2) Volume modeling. (Cat 3) Geometric and topological modeling. (Cat 4) Computational models for geoscience and petroleum engineering,


This research theme focuses on (1) coupling visualization with effective interaction techniques and technologies; and (2) determining the appropriate visual interaction and representation of the information for the user, their experience as well as their role and task in the scientific exploration and analysis.

(a) Sultanum et al. ['10, '11]; (b) Cabral R Mota et al. '16a; (c) Li et al. '14a; (d) Seyed et al. '13a;
(e) Harris et al. '11; (f) Mostafa et al. '15.

Projects from my group include four categories of HDCI techniques and technologies. (Cat 1) Tabletop and mobile interactions to facilitate collaborative data manipulation and analysis. (Cat 2) Immersive interactions, including the use of virtual reality environments, immersive glasses, mixed and augmented reality. (Cat 3) Tangible interfaces exploring the inherent spatiality of the 3D data.