Rodrigo and Caroline Toledo (January 2010)   Rodrigo de Toledo
Current Position: Software Engineer at Petrobras since 2008
(Previous Position: Researcher at Tecgraf since 1997)

Ph.D. in 2007 at Loria, INRIA institute in Alice group, France
Master degree in 2000 from PUC-Rio, Departamento de Informática
Graduated in 1995 (PUC-Rio)

Research interests: COMPUTER GRAPHICS and AGILE

Gmail: rodrigodetoledo

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Agile
Publications
CG
Publications
Agile
Background
Teaching
and Training
Thesis Projects

Publicações em Métodos Ágeis e Scrum (in Portuguese)

Métodos Ágeis de Gerência de Desenvolvimento de Software.

Rodrigo de Toledo.

Course notes.

Material usado em treinamentos realizados na Petrobras e na PUC-Rio (CCE). Esse curso já foi ministrado diversas vezes nos últimos anos tendo sido assistido por centenas de profissionais. Versões antigas também estão disponíveis para referências.

Retrospectivas e Scrum.

Rodrigo de Toledo.

Agile Brazil, 2009.

Melhoria contínua é a chave para o sucesso dos métodos ágeis. Esse conceito é a razão para o Scrum ser adaptável a cenários tão diferentes. Retrospectivas e iterações curtas são a base da melhoria contínua, mantendo o desenvolvimento o mais próximo possível da produtividade ótima.

Review, o ápice no ciclo do Scrum.

Rodrigo de Toledo.

Brazil Scrum Gathering, 2009.

Diferente de outros paradigmas de desenvolvimento, em que a hora da homologação pode se tornar um momento doloroso, no Scrum, a REVIEW é entusiasmante, com a certeza de que tudo foi entendido e que foi feito o melhor possível para atingir o objetivo.

Por que usar Story Points?

Rodrigo de Toledo.

Revista Visão Ágil, 2008/2009.

Usar pontos ou horas é uma discussão recorrente quando se adotam métodos ágeis. Nesse artigo descrevemos os porquês de estimar e são apresentadas vantagens e desvantagens do uso de story points além de uma explição do sistema de pontuação Fibonacci.

Computer Graphics Publications

Visualization of Industrial Structures with Implicit GPU Primitives.

Rodrigo de Toledo, Bruno Levy.

ISVC, International Symposium on Visual Computing, 2008.

We present a method to interactively visualize large industrial models by replacing most triangles with implicit GPU primitives: cylinders, cone and torus slices. After a reverse-engineering process that recovers these primitives from triangle meshes, we encode their implicit parameters in a texture that is sent to the GPU. In rendering time, the implicit primitives are visualized seamlessly with other triangles in the scene. The method was tested on two massive industrial models, achieving better performance and image quality while reducing memory use.

Geometry Textures and Applications.

Rodrigo de Toledo, Bin Wang, Bruno Levy.

Computer Graphics Forum, December 2008.

Geometry textures are a novel geometric representation for surfaces based on height maps. The visualization is done through a GPU ray casting algorithm applied to the whole object. At rendering time, the fine-scale details (mesostructures) are reconstructed preserving original quality. Visualizing surfaces with geometry textures allows a natural LOD behavior. There are numerous applications that can benefit from the use of geometry textures. In this paper, besides a mesostructure visualization survey, we present geometry textures with three possible applications: rendering of solid models, geological surfaces visualization and surface smoothing.

Solid Height-map Sets: modeling and visualization.

Paulo Ivson, Rodrigo de Toledo, Marcelo Gattass.

SPM, ACM Solid and Physical Modeling Symposium, 2008.

Height maps are a very efficient surface representation, initially developed for terrain modeling and visualization. They are also present in other applications, such as mesostructure rendering. However, height maps are incapable of representing overhangs or self-folding surfaces, as well as several occluding objects. In this paper we propose a novel representation to overcome these limitations. A Solid Height-map Set is utilized to represent arbitrary solid geometry. We also describe a procedure to convert polygonal meshes into our scheme. In addition, we develop a visualization algorithm capable of efficiently rendering this novel representation and implement it using GPU programming. Results achieve an order of magnitude in memory savings as well as high performance independent of the original mesh size.

Reverse Engineering for Industrial-Plant CAD Models.

Rodrigo de Toledo, Bruno Levy, Jean-Claude Paul.

TMCE, Tools and Methods for Competitive Engineering, 2008.

Industrial-plant CAD models are commonly represented by triangular meshes, which do not preserve original information about implicit surfaces used during design. The reverse-engineering algorithms presented in this paper focus on reconstructing implicit information, recovering original data. We propose two different approaches, a numerical one and an original topological approach. We explore speci- ficities found in CAD meshes to achieve high effectiveness, reconstructing 90% of information from massive models (with millions of triangles) after few minutes of processing.

EnViron: An Integrated VR Tool for Engineering Projects.

Ismael H. F. dos Santos, Alberto Raposo, Luciano P. Soares, Eduardo T. L. Corseuil, Gustavo N. Wagner, Paulo I. N. Santos, Rodrigo de Toledo, Marcelo Gattass.

CSCWD, 12th International Conference on Computer Supported Cooperative Work in Design, 2008.

One of the main objectives in engineering departments of large industries is the implementation of integrated information systems to manage their projects’ life cycle. EnViron (ENvironment for VIRtual Objects Navigation) is an application motivated by the demand to use Virtual Reality (VR) in large industrial engineering models generated by CAD tools. EnViron’s main goal is to offer 3D visualization resources for CAD models with enough realism to be used for virtual prototyping, collaborative design review, change management systems and training, among other activities.

Iterative Methods for Visualization of Implicit Surfaces on GPU.

Rodrigo de Toledo, Bruno Levy, Jean-Claude Paul.

ISVC, International Symposium on Visual Computing, 2007.

The ray-casting of implicit surfaces on GPU has been explored in the last few years. However, until recently, they were restricted to second degree (quadrics). We present an iterative solution to ray cast cubics and quartics on GPU. Our solution targets efficient implementation, obtaining interactive rendering for thousands of surfaces per frame. We have given special attention to torus rendering since it is a useful shape for multiple CAD models. We have tested four different iterative methods, including a novel one, comparing them with classical tessellation solution.

Geometry Textures.

Rodrigo de Toledo, Bin Wang, Bruno Levy.

Sibgrapi 2007.

In highly tessellated models, triangles are very small compared to the entire object, representing at the same time its macro- and mesostructures. The main idea in this work is to use a visualization algorithm that is adequate to mesostructure but applied to the whole object. Tessellated models are converted into geometry textures, a geometric representation for surfaces based on height maps. In rendering time, the fine-scale details are reconstructed with LOD speed-up while preserving original quality.

Extending the graphic pipeline with new GPU-accelerated primitives.

Rodrigo de Toledo, Bruno Levy.

24th International Gocad Meeting, 2004.

Graphics hardware is optimized for rasterizing and solving the visibility of points, lines and polygons. In this paper, we propose a GPU implementation of new graphics primitives (e.g. spheres, cylinders, ellipsoids), which are compatible with the standard pipeline. Our technique consists of two steps, both executed on the GPU: (1) candidate pixels are pre-selected by rasterizing a standard primitive whose projection encloses the projection of our primitives; (2) for each candidate pixel, a fragment program computes the intersection and lighting, in a ray-tracing way, based on an analytic representation of our primitives. In addition, it replaces the Z-buffer value of the fragment according to the equation of our primitives. Our primitives are highly efficient. They are perfectly smooth during any arbitrary zoom. They consume much lower bandwidth than tesselated primitives, and they have correct visibility/intersections with other primitives.

QLOD: An Adaptive Multiresolution Structure for Terrain Visualization.

Rodrigo de Toledo, Marcelo Gattass, Luiz Velho.

Techinical Report, 2001.

This work introduces a new hierarchical structure to interactively visualize large terrains. In the literature, we find two different approaches for terrain visualization: algorithms based on regular structures (providing a natural frustum culling) and algorithms that use irregular meshes highly adapted to terrain features such as ridges and crests. In this work, we present a new structure which combines the advantages of a quadtree with an adaptive irregular triangulation. With the quadtree it is possible to achieve very fast frustum culling with a global hierarchical level of detail (LOD) decision, while the irregular mesh, well adapted to the terrain, provides a local LOD decision. QLOD enables efficient mesh extraction, representing the terrain adapted to the point of view.

Agile Background

  • Certified Scrum Master in 2007 (Trainer: Boris Gloger).

  • Scrum Master at Tecgraf for one year (Siviep project).

  • Helping the implementation of Scrum on other projects at Tecgraf.

  • Helping the implementation of Scrum at Petrobras since August 2008.

  • Product Owner for Siviep project since August 2008.

  • White Paper about story points.

  • Certified Scrum Product Owner in 2009 (Trainer: Alexandre Magno).

  • Brazil Scrum Gathering speaker (may 2009): Review, o ápice no ciclo do SCRUM

  • Agile Brazil 2009 organizer and speaker (june 2009): Retrospectivas e SCRUM

  • Helping the translation of the Scrum Guide in Portuguese.

  • Agile Training (500+ people trained, see following topic).

  • Kanban Coaching Workshop in 2010 (Trainer: David Anderson).

Teaching and Training (in portuguese)

Métodos Ágeis de Gerência em Desenvolvimento de Software

  • CCE/PUC-Rio (>10 turmas)
  • Petrobras (>10 turmas)
  • ChemTech, Qx3.

Visualização 3D em Aplicações (CCE/PUC-Rio)

    2008

Computer graphics

    2002

Programming techniques with C language

    1997-2002

Final project advisor

    1998-2002

Assembly language

    1997-2001

Computer hardware organization

    1996

Thesis, Dissertation and Graduation Project

Interactive Visualization of Massive Data using Programmable Graphics Cards.

Rodrigo de Toledo. (Adivisors: Jean-Claude Paul and Bruno Levy)

Ph.D. Thesis, Université Henri Poincaré, October 2007.

The goal of our work is to speed-up visualization methods in order to obtain interactive rendering of massive models. We have classified massive models into two different categories: (i) Natural models: We represent them through geometry textures (a geometric representation for surfaces based on height maps), preserving rendering quality and presenting LOD speed-up. (ii) Manufactured models: We have focused our work on industrial plant visualization, whose objects are mostly described by combining simple primitives. We suggest replacing them with our GPU implicit primitives that use their original equation. The benefits are: image quality, memory and rendering efficiency.

QuadLOD: Uma Estrutura para a Visualização Interativa de Terenos.

Rodrigo de Toledo. (Adivisors: Marcelo Gattass and Luiz Velho)

Master Thesis, PUC-Rio, April 2000.

This work focuses on the use of hierarchical structures to interactively visualize terrain. Our purpose is to achieve real time three-dimensional visualization of terrain models obtained from a geographic information system. These models can represent a broad area of the Earth's surface with detailed information, thus yielding very large data sets. For this reason, it is necessary to use a compatible structure to store and query these data. In this work, we present a new structure which combines advantages of different structures provided in the literature. We also discuss an implementation of these ideas and a series of tests, drawing several conclusions.

Wall Builder.

Rodrigo de Toledo

Graduation Project, PUC-Rio, November 1995.

Wall Builder is a game inspired on Block Out game. It was developed in Delphi 1.0 (just released at that time) without any 3D graphics library (the lines were drawn directly on the canvas).

Professional Projects