Cesar Tadeu Pozzer

Orcid: 0000-0002-3321-4828

According to our database1, Cesar Tadeu Pozzer authored at least 45 papers between 2001 and 2023.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
Dataset
Other 

Links

On csauthors.net:

Bibliography

2023
Radial Menu for Virtual Reality Based on Wrist Rotation.
Proceedings of the 25th Symposium on Virtual and Augmented Reality, 2023

Virtual MultiView Panels for Distant Object Interaction and Navigation in Virtual Reality.
Proceedings of the 25th Symposium on Virtual and Augmented Reality, 2023

2022
SIS-ASTROS: An Integrated Simulation System for the Artillery Saturation Rocket System (ASTROS).
Proceedings of the 12th International Conference on Simulation and Modeling Methodologies, 2022

2021
A Raster-based Approach for Waterbodies Mesh Generation.
Proceedings of the 16th International Joint Conference on Computer Vision, 2021

Accurate Real-time Physics Simulation for Large Worlds.
Proceedings of the 16th International Joint Conference on Computer Vision, 2021

2020
Procedural Generation of Favela Layouts on Arbitrary Terrains.
Proceedings of the 19th Brazilian Symposium on Computer Games and Digital Entertainment, 2020

2019
Procedural Editing of Virtual Terrains Using 3D Bézier Curves.
Proceedings of the 18th Brazilian Symposium on Computer Games and Digital Entertainment, 2019

Ambient Sound with Signed Distance Fields and Gradient Fields.
Proceedings of the 18th Brazilian Symposium on Computer Games and Digital Entertainment, 2019

GPU-Based Rendering and Collision Simulation of Ground Vegetation in Large-Scale Virtual Scenarios.
Proceedings of the 18th Brazilian Symposium on Computer Games and Digital Entertainment, 2019

2018
Semi-Autonomous Navigation for Virtual Tactical Simulations in the Military Domain.
Proceedings of 8th International Conference on Simulation and Modeling Methodologies, 2018

Efficient screen-space rendering of vector features on virtual terrains.
Proceedings of the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games, 2018

GPU-Based Real-Time Procedural Distribution of Vegetation on Large-Scale Virtual Terrains.
Proceedings of the 17th Brazilian Symposium on Computer Games and Digital Entertainment, SBGames 2018, Foz do Iguaçu, Brazil, October 29, 2018

Procedural Content Generation of Villages and Road System on Arbitrary Terrains.
Proceedings of the 17th Brazilian Symposium on Computer Games and Digital Entertainment, SBGames 2018, Foz do Iguaçu, Brazil, October 29, 2018

Development of an Autonomous Vehicle Controller for Simulation Environments.
Proceedings of the 17th Brazilian Symposium on Computer Games and Digital Entertainment, SBGames 2018, Foz do Iguaçu, Brazil, October 29, 2018

2017
Simulated Perceptions for Emergent Storytelling.
Comput. Intell., 2017

2014
Draw your own story: Paper and pencil interactive storytelling.
Entertain. Comput., 2014

Improving Divide-and-Conquer Ray-Tracing Using a Parallel Approach.
Proceedings of the 27th SIBGRAPI Conference on Graphics, Patterns and Images, 2014

Procedural Generation of 3D Canyons.
Proceedings of the 27th SIBGRAPI Conference on Graphics, Patterns and Images, 2014

A hash table construction algorithm for spatial hashing based on linear memory.
Proceedings of the 11th Conference on Advances in Computer Entertainment Technology, 2014

2013
A Nondeterministic Temporal Planning Model for Generating Narratives with Continuous Change in Interactive Storytelling.
Proceedings of the Ninth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2013

Non-branching Interactive Comics.
Proceedings of the Advances in Computer Entertainment - 10th International Conference, 2013

2012
Automatic Video Editing for Video-Based Interactive Storytelling.
Proceedings of the 2012 IEEE International Conference on Multimedia and Expo, 2012

Information-Gathering Events in Story Plots.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

Social Interaction for Interactive Storytelling.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

2011
Supporting Characters in Interactive Storytelling.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

Multimodal, Multi-user and Adaptive Interaction for Interactive Storytelling Applications.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

A Survey of Procedural Content Generation Techniques Suitable to Game Development.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

The Usage of the Structural-Affect Theory of Stories for Narrative Generation.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

A Method to Check the Satisfaction of Continuous-Time Constraints by Nonlinear Stories.
Proceedings of the Interactive Storytelling, 2011

2010
Director of Photography and Music Director for Interactive Storytelling.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

2009
Neuronal editor agent for scene cutting in game cinematography.
Comput. Entertain., 2009

Hierarchical PNF Networks - A Temporal Model of Events for the Representation and Dramatization of Storytelling.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

Support Vector Machines for Cinematography Real-Time Camera Control in Storytelling Environments.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

A Model for Interactive TV Storytelling.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

Charack: Tool for Real-Time Generation of Pseudo-Infinite Virtual Worlds for 3D Games.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

Virtual cinematography director for interactive storytelling.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2009

2008
Planning and Interaction Levels for TV Storytelling.
Proceedings of the Interactive Storytelling, 2008

Conciliating coherence and high responsiveness in interactive storytelling.
Proceedings of the Third International Conference on Digital Interactive Media in Entertainment and Arts, 2008

Automatic Dynamic Task Distribution between CPU and GPU for Real-Time Systems.
Proceedings of the 11th IEEE International Conference on Computational Science and Engineering, 2008

2007
Teaching AI Concepts by Using Casual Games: A Case Study.
Proceedings of the GAMEON'2007, 2007

2005
Um sistema para GeraçãO, InteraçãO E VisualizaçãO 3D de HISTóRIAs para TV interativa.
PhD thesis, 2005

A multi-user videoconference-based collaboration tool: design and implementation issues.
Proceedings of the Ninth International Conference on Computer Supported Cooperative Work in Design, 2005

A logic-based tool for interactive generation and dramatization of stories.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

2002
Procedural solid-space techniques for modeling and animating waves.
Comput. Graph., 2002

2001
Procedural Models on Image Synthesis for Ocean Animation.
Proceedings of the 14th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2001), 2001


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