Esteban Walter Gonzalez Clua

Orcid: 0000-0001-5650-1718

Affiliations:
  • Universidade Federal, Fluminense (UFF), Niterói, Brazil


According to our database1, Esteban Walter Gonzalez Clua authored at least 203 papers between 1999 and 2024.

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Bibliography

2024
General System Architecture and COTS Prototyping of an AIoT-Enabled Sailboat for Autonomous Aquatic Ecosystem Monitoring.
IEEE Internet Things J., February, 2024

Using provenance data and imitation learning to train human-like bots.
Entertain. Comput., January, 2024

2023
Encoding feature set information in heterogeneous graph neural networks for game provenance.
Appl. Intell., December, 2023

Non-homogeneous denoising for virtual reality in real-time path tracing rendering.
Graph. Model., October, 2023

Simulation Games.
Proceedings of the Body of Knowledge for Modeling and Simulation: A Handbook by the Society for Modeling and Simulation International, 2023

Guest Editorial: Special issue on selected papers from the Brazilian Symposium on Games and Digital Entertainment (SBGames 2019-2020).
Entertain. Comput., 2023

Benchmarking Person Re-Identification Datasets and Approaches for Practical Real-World Implementations.
Proceedings of the 18th International Joint Conference on Computer Vision, 2023

Modeling and Designing Clinical Sessions with Hybrid Environments in the Metaverse.
Proceedings of the 25th Symposium on Virtual and Augmented Reality, 2023

A mixed path tracing and NeRF approach for optimizing rendering in XR Displays.
Proceedings of the 25th Symposium on Virtual and Augmented Reality, 2023

Redefining Redirected Movement for Wheelchair Based Interaction for Virtual Reality.
Proceedings of the 11th IEEE International Conference on Serious Games and Applications for Health, 2023

A Semantic Segmentation System for generating context-based tile-maps.
Proceedings of the 22nd Brazilian Symposium on Games and Digital Entertainment, 2023

Autonomous Sailing Behavioral Learning high level Control Architecture.
Proceedings of the Latin American Robotics Symposium, 2023

SLAYO-RL: A Target-Driven Deep Reinforcement Learning Approach with SLAM and YoLo for an Enhanced Autonomous Agent.
Proceedings of the Latin American Robotics Symposium, 2023

On the Use of Autonomous Sailboats as Learning Tools in Computer Science and Engineering Undergraduate Courses.
Proceedings of the Latin American Robotics Symposium, 2023

Semantic Segmentation and Regions of Interest for Obstacles Detection and Avoidance in Autonomous Surface Vessels.
Proceedings of the Latin American Robotics Symposium, 2023

Predicting Item Response Theory Parameters Using Question Statements Texts.
Proceedings of the LAK 2023: 13th International Learning Analytics and Knowledge Conference, 2023

Vision of the Seas: Open Visual Perception Framework for Autonomous Sailing Vessels.
Proceedings of the 30th International Conference on Systems, Signals and Image Processing, 2023

Prov-Replay: A Qualitative Analysis Framework for Gameplay Sessions Using Provenance and Replay.
Proceedings of the Entertainment Computing - ICEC 2023, 2023

Challenges for XR Experiences in Industry 4.0: A Preliminary Study.
Proceedings of the Entertainment Computing - ICEC 2023, 2023

Is Foveated Rendering Perception Affected by Users' Motion?
Proceedings of the IEEE International Symposium on Mixed and Augmented Reality, 2023

2022
Dominoes: An Interactive Exploratory Data Analysis Tool for Software Relationships.
IEEE Trans. Software Eng., 2022

Focus section on: Educational Location-based Applications.
IxD&A, 2022

Sustainable Solutions for Sea Monitoring With Robotic Sailboats: N-Boat and F-Boat Twins.
Frontiers Robotics AI, 2022

Identifying cybersickness causes in virtual reality games using symbolic machine learning algorithms.
Entertain. Comput., 2022

An architecture for multi-layer object coding in 2D game streaming using shared data in a multi-user environment.
Entertain. Comput., 2022

Experience of using graphical processing unit in power flow computation.
Concurr. Comput. Pract. Exp., 2022

Spatially and color consistent environment lighting estimation using deep neural networks for mixed reality.
Comput. Graph., 2022

A guideline proposal for minimizing cybersickness in VR-based serious games and applications.
Proceedings of the 2022 IEEE 10th International Conference on Serious Games and Applications for Health(SeGAH), 2022

Line Art Colorization of Fakemon using Generative Adversarial Neural Networks.
Proceedings of the 21st Brazilian Symposium on Computer Games and Digital Entertainment, 2022

Training human-like bots with Imitation Learning based on provenance data.
Proceedings of the 21st Brazilian Symposium on Computer Games and Digital Entertainment, 2022

OptimizingMARL: Developing Cooperative Game Environments Based on Multi-agent Reinforcement Learning.
Proceedings of the Entertainment Computing - ICEC 2022, 2022

TrADe Re-ID - Live Person Re-Identification using Tracking and Anomaly Detection.
Proceedings of the 21st IEEE International Conference on Machine Learning and Applications, 2022

2021
A cybersickness review: causes, strategies, and classification methods.
J. Interact. Syst., November, 2021

An Augmented Reality Periscope for Submarines with Extended Visual Classification.
Sensors, 2021

Centralized Critic per Knowledge for Cooperative Multi-Agent Game Environments.
Proceedings of the 20th Brazilian Symposium on Computer Games and Digital Entertainment, 2021

Easy Learning of Reinforcement Learning with a Gamified Tool.
Proceedings of the Latin American Robotics Symposium, 2021

Energy Management in Autonomous Vessels Using Restricted Boltzmann Machine.
Proceedings of the Latin American Robotics Symposium, 2021

Provenance in Gamification Business Systems.
Proceedings of the Entertainment Computing - ICEC 2021, 2021

AI Game Agents Based on Evolutionary Search and (Deep) Reinforcement Learning: A Practical Analysis with Flappy Bird.
Proceedings of the Entertainment Computing - ICEC 2021, 2021

A Symbolic Machine Learning Approach for Cybersickness Potential-Cause Estimation.
Proceedings of the Entertainment Computing - ICEC 2021, 2021

Workshop: Challenges for XR in Digital Entertainment.
Proceedings of the Entertainment Computing - ICEC 2021, 2021

Challenges for XR in Games.
Proceedings of the Grand Research Challenges in Games and Entertainment Computing in Brazil - GranDGamesBR 2020-2030, 2021

2020
Towards practical implementations of person re-identification from full video frames.
Pattern Recognit. Lett., 2020

Dynamic multifoveated structure for real-time vision tasks in robotic systems.
J. Real Time Image Process., 2020

Proposal and study of statistical features for string similarity computation and classification.
Int. J. Data Min. Model. Manag., 2020

Using machine learning techniques to analyze the performance of concurrent kernel execution on GPUs.
Future Gener. Comput. Syst., 2020

Automatic Recommendation of Strategies for Minimizing Discomfort in Virtual Environments.
CoRR, 2020

Accelerating simulations of cardiac electrical dynamics through a multi-GPU platform and an optimized data structure.
Concurr. Comput. Pract. Exp., 2020

Kernel concurrency opportunities based on GPU benchmarks characterization.
Clust. Comput., 2020

Machine and Deep Learning applied to galaxy morphology - A comparative study.
Astron. Comput., 2020

Minimizing cybersickness in head-mounted display systems: causes and strategies review.
Proceedings of the 22nd Symposium on Virtual and Augmented Reality, 2020

Investigating Users' Natural Engagement with a 3D Design Approach in an Egocentric Vision Scenario.
Proceedings of the 22nd Symposium on Virtual and Augmented Reality, 2020

Investigating m-health gamification rewards elements for adults 50+.
Proceedings of the 8th IEEE International Conference on Serious Games and Applications for Health, 2020

Using the gameplay and user data to predict and identify causes of cybersickness manifestation in virtual reality games.
Proceedings of the 8th IEEE International Conference on Serious Games and Applications for Health, 2020

Applying Hidden Markov Model for Dynamic Game Balancing.
Proceedings of the 19th Brazilian Symposium on Computer Games and Digital Entertainment, 2020

Generating Procedural Dungeons Using Machine Learning Methods.
Proceedings of the 19th Brazilian Symposium on Computer Games and Digital Entertainment, 2020

Automatic Sinusoidal Curves Detection in Borehole Images Using the Iterated Local Search Algorithm.
Proceedings of the 2020 International Conference on Systems, Signals and Image Processing, 2020

Provchastic: Understanding and Predicting Game Events Using Provenance.
Proceedings of the Entertainment Computing - ICEC 2020, 2020

A Parallel Method for Anatomical Structure Segmentation based on 3D Seeded Region Growing.
Proceedings of the 2020 International Joint Conference on Neural Networks, 2020

GPU Memory Access Optimization for 2D Electrical Wave Propagation Through Cardiac Tissue and Karma Model Using Time and Space Blocking.
Proceedings of the Computational Science and Its Applications - ICCSA 2020, 2020

GPU-Based Criticality Analysis Applied to Power System State Estimation.
Proceedings of the Computational Science and Its Applications - ICCSA 2020, 2020

Arms and Hands Segmentation for Egocentric Perspective Based on PSPNet and Deeplab.
Proceedings of the Virtual, Augmented and Mixed Reality. Design and Interaction, 2020

Player Behavior Profiling through Provenance Graphs and Representation Learning.
Proceedings of the FDG '20: International Conference on the Foundations of Digital Games, 2020

2019
Detecting long-range cause-effect relationships in game provenance graphs with graph-based representation learning.
Entertain. Comput., 2019

Maximizing the GPU resource usage by reordering concurrent kernels submission.
Concurr. Comput. Pract. Exp., 2019

An Architecture for 2D Game Streaming Using Multi-Layer Object Coding.
Proceedings of the 18th Brazilian Symposium on Computer Games and Digital Entertainment, 2019

Virtual and Real Body Representation in Mixed Reality: An Analysis of Self-presence and Immersive Environments.
Proceedings of the Entertainment Computing and Serious Games, 2019

FPVRGame: Deep Learning for Hand Pose Recognition in Real-Time Using Low-End HMD.
Proceedings of the Entertainment Computing and Serious Games, 2019

Learning How to Play Bomberman with Deep Reinforcement and Imitation Learning.
Proceedings of the Entertainment Computing and Serious Games, 2019

Towards Adaptive Deep Reinforcement Game Balancing.
Proceedings of the 11th International Conference on Agents and Artificial Intelligence, 2019

2018
A Versatile Method for Depth Data Error Estimation in RGB-D Sensors.
Sensors, 2018

A method to assess pervasive qualities in mobile games.
Pers. Ubiquitous Comput., 2018

Multi-Device Classification Model for Game Interaction Techniques.
Int. J. Hum. Comput. Interact., 2018

Filtering irrelevant sequential data out of game session telemetry though similarity collapses.
Future Gener. Comput. Syst., 2018

Pervasive virtuality in digital entertainment applications and its quality requirements.
Entertain. Comput., 2018

Smart controller: Introducing a dynamic interface adapted to the gameplay.
Entertain. Comput., 2018

Understanding game sessions through provenance.
Entertain. Comput., 2018

Haptic forces and gamification on epidural anesthesia skill gain.
Entertain. Comput., 2018

Deep spherical harmonics light probe estimator for mixed reality games.
Comput. Graph., 2018

BinG: A Framework for Dynamic Game Balancing using Provenance.
Proceedings of the 17th Brazilian Symposium on Computer Games and Digital Entertainment, SBGames 2018, Foz do Iguaçu, Brazil, October 29, 2018

Virtual and Real Body Experience Comparison Using Mixed Reality Cycling Environment.
Proceedings of the Entertainment Computing - ICEC 2018, 2018

Applying Design Thinking for Prototyping a Game Controller.
Proceedings of the Entertainment Computing - ICEC 2018, 2018

Deep Light Source Estimation for Mixed Reality.
Proceedings of the 13th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2018), 2018

PEEK - An LSTM Recurrent Network for Motion Classification from Sparse Data.
Proceedings of the 13th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2018), 2018

PadCorrect: Correcting User Input on a Virtual Gamepad.
Proceedings of the 44th Graphics Interface Conference, Toronto, Canada, May 8-11, 2018., 2018

2017
Oh Gosh!! Why is this game so hard? Identifying cycle patterns in 2D platform games using provenance data.
Entertain. Comput., 2017

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

Improving Accuracy of Automatic Fracture Detection in Borehole Images with Deep Learning and GPUs.
Proceedings of the 30th SIBGRAPI Conference on Graphics, Patterns and Images, 2017

Minimizing cyber sickness in head mounted display systems: Design guidelines and applications.
Proceedings of the 5th IEEE International Conference on Serious Games and Applications for Health, 2017

A virtual environment for breast exams practice with Haptics and gamification.
Proceedings of the 5th IEEE International Conference on Serious Games and Applications for Health, 2017

An Interaction Mechanism for Virtual Reality Based on Upper Limbs Motions Tracking Using Depth Cameras and Inertial Sensors.
Proceedings of the 16th Brazilian Symposium on Computer Games and Digital Entertainment, 2017

A New Method for Modeling Clouds Combining Procedural and Implicit Models.
Proceedings of the 16th Brazilian Symposium on Computer Games and Digital Entertainment, 2017

Capturing Game Telemetry with Provenance.
Proceedings of the 16th Brazilian Symposium on Computer Games and Digital Entertainment, 2017

Understanding User Experience with Game Controllers: A Case Study with an Adaptive Smart Controller and a Traditional Gamepad.
Proceedings of the Entertainment Computing - ICEC 2017, 2017

Designing Game Controllers in a Mobile Device.
Proceedings of the Design, User Experience, and Usability: Designing Pleasurable Experiences, 2017

Analysis and Characterization of GPU Benchmarks for Kernel Concurrency Efficiency.
Proceedings of the High Performance Computing - 4th Latin American Conference, 2017

2016
Efficient image-aware version control systems using GPU.
Softw. Pract. Exp., 2016

Notes on Pervasive Virtuality.
CoRR, 2016

Live-action Virtual Reality Games.
CoRR, 2016

Force modeling and gamification for Epidural Anesthesia training.
Proceedings of the 2016 IEEE International Conference on Serious Games and Applications for Health, 2016

The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems.
Proceedings of the Entertainment Computing - ICEC 2016, 2016

Prov Viewer: A Graph-Based Visualization Tool for Interactive Exploration of Provenance Data.
Proceedings of the Provenance and Annotation of Data and Processes, 2016

GPU Optimization for Data Analysis of Mario Schenberg Spherical Detector.
Proceedings of the International Conference on Computational Science 2016, 2016

Investigating Motivational Aspects of Brazilian Elderly to Interact with Digital Games.
Proceedings of the Universal Access in Human-Computer Interaction. Methods, Techniques, and Best Practices, 2016

Planning social actions through the others' eyes for emergent storytelling.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016

2015
Programming in CUDA for Kepler and Maxwell Architecture.
RITA, 2015

Neighborhood grid: A novel data structure for fluids animation with GPU computing.
J. Parallel Distributed Comput., 2015

A new stochastic cellular automata model for traffic flow simulation with drivers' behavior prediction.
J. Comput. Sci., 2015

Multi-Perspective Exploratory Analysis of Software Development Data.
Int. J. Softw. Eng. Knowl. Eng., 2015

Niche vs. breadth: Calculating expertise over time through a fine-grained analysis.
Proceedings of the 22nd IEEE International Conference on Software Analysis, 2015

Exploring Parallel Game Architectures with Tardiness Policy.
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015

An Indoor Navigation System for Live-Action Virtual Reality Games.
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015

Sensor Data Fusion for Full Arm Tracking Using Myo Armband and Leap Motion.
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015

Dynamic Game Difficulty Balancing in Real Time Using Evolutionary Fuzzy Cognitive Maps.
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015

NGrid: a proximity data structure for fluids animation with GPU computing.
Proceedings of the 30th Annual ACM Symposium on Applied Computing, 2015

A Mobile Game Controller Adapted to the Gameplay and User's Behavior Using Machine Learning.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

A Real Time Lighting Technique for Procedurally Generated 2D Isometric Game Terrains.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

A Participatory Approach for Game Design to Support the Learning and Communication of Autistic Children.
Proceedings of the Entertainment Computing - ICEC 2015 - 14th International Conference, 2015

Observed Interaction in Games for Down Syndrome Children.
Proceedings of the 48th Hawaii International Conference on System Sciences, 2015

Evaluating and Customizing User Interaction in an Adaptive Game Controller.
Proceedings of the Design, User Experience, and Usability: Interactive Experience Design, 2015

Perception simulation in social planning for emergent storytelling.
Proceedings of the 2015 IEEE Conference on Computational Intelligence and Games, 2015

A real-time game streaming optimization technique based on layer caching.
Proceedings of the 12th Annual IEEE Consumer Communications and Networking Conference, 2015

2014
M5AIE - A Method for Body Part Detection and Tracking using RGB-D Images.
Proceedings of the VISAPP 2014, 2014

Towards a Heuristic based Real Time Hybrid Rendering - A Strategy to Improve Real Time Rendering Quality using Heuristics and Ray Tracing.
Proceedings of the VISAPP 2014, 2014

AdaptControl: an adaptive mobile touch control for games.
Proceedings of the SIGGRAPH Asia 2014 Mobile Graphics and Interactive Applications, 2014

A Semantic Analyzer for Simple Games Source Codes to Programming Learning.
Proceedings of the 26th International Conference on Software Engineering and Knowledge Engineering, 2014

Exploratory Data Analysis of Software Repositories via GPU Processing.
Proceedings of the 26th International Conference on Software Engineering and Knowledge Engineering, 2014

Evaluation between humans and affective NPC in digital gaming scenario.
Proceedings of the 3nd IEEE International Conference on Serious Games and Applications for Health, 2014

Hugo against dengue: a serious game to educate people about dengue fever prevention.
Proceedings of the 3nd IEEE International Conference on Serious Games and Applications for Health, 2014

Jecripe: how a serious game project encouraged studies in different computer science areas.
Proceedings of the 3nd IEEE International Conference on Serious Games and Applications for Health, 2014

Structural Analysis for Simple Games Source Codes Applied to Programming Learning.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Creating and Designing Customized and Dynamic Game Interfaces Using Smartphones and Touchscreen.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

An Architecture for Real Time Crowd Simulation Using Multiple GPUs.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Mindninja: Concept, Development and Evaluation of a Mind Action Game Based on EEGs.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

A Non-intrusive Approach for 2D Platform Game Design Analysis Based on Provenance Data Extracted from Game Streaming.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Ray-Traced Reflections in Real-Time Using Heuristic Based Hybrid Rendering.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Reinforcing Software Engineering Learning through Provenance.
Proceedings of the 2014 Brazilian Symposium on Software Engineering, Maceió, Brazil, September 28, 2014

Efficient dynamic scheduling of heterogeneous applications in hybrid architectures.
Proceedings of the Symposium on Applied Computing, 2014

Implementation Aspects of the 3D Wave Propagation in Semi-infinite Domains Using the Finite Difference Method on a GPU Based Cluster.
Proceedings of the Computational Science and Its Applications - ICCSA 2014 - 14th International Conference, Guimarães, Portugal, June 30, 2014

A Strategy to Workload Division for Massively Particle-Particle N-body Simulations on GPUs.
Proceedings of the Computational Science and Its Applications - ICCSA 2014 - 14th International Conference, Guimarães, Portugal, June 30, 2014

2013
Real Time Pixel Art Remasterization on GPUs.
Proceedings of the XXVI Conference on Graphics, Patterns and Images, 2013

Dynamic Per Object Ray Caching Textures for Real-Time Ray Tracing.
Proceedings of the XXVI Conference on Graphics, Patterns and Images, 2013

Parallel Image Segmentation Using Reduction-Sweeps on Multicore Processors and GPUs.
Proceedings of the XXVI Conference on Graphics, Patterns and Images, 2013

A Knowledge Modeling System for Semantic Analysis of Games Applied to Programming Education.
Proceedings of the 25th International Conference on Software Engineering and Knowledge Engineering, 2013

An Artificial Emotional Agent-Based Architecture for Games Simulation.
Proceedings of the Entertainment Computing - ICEC 2013 - 12th International Conference, 2013

MobileWars: A Mobile GPGPU Game.
Proceedings of the Entertainment Computing - ICEC 2013 - 12th International Conference, 2013

Game Flux Analysis with Provenance.
Proceedings of the Advances in Computer Entertainment - 10th International Conference, 2013

2012
A Comparison between Background Subtraction Algorithms using a Consumer Depth Camera.
Proceedings of the VISAPP 2012, 2012

A Parallel Fipa Architecture Based on GPU for Games and Real Time Simulations.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

A Hybrid GPU Rasterized and Ray Traced Rendering Pipeline for Real Time Rendering of Per Pixel Effects.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

An architecture for game interaction using mobile.
Proceedings of the 2012 IEEE International Games Innovation Conference, 2012

Techniques for designing GPGPU games.
Proceedings of the 2012 IEEE International Games Innovation Conference, 2012

A GPU-based Architecture for Parallel Image-aware Version Control.
Proceedings of the 16th European Conference on Software Maintenance and Reengineering, 2012

A Novel Cellular Automaton Model for Traffic Freeway Simulation.
Proceedings of the Cellular Automata, 2012

2011
CATRA: interactive measuring and modeling of cataracts.
ACM Trans. Graph., 2011

Using graph cuts in GPUs for color based human skin segmentation.
Integr. Comput. Aided Eng., 2011

A Distributed Architecture for Mobile Digital Games Based on Cloud Computing.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

Turning Real-World Software Development into a Game.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

An Architecture Using a Finite Difference Method to Calculate Realistic Sound Equalization in Games.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

Real Time Pathfinding with Genetic Algorithm.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

SDM - An Educational Game for Software Engineering.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

GPU-Based Data Structure for a Parallel Ray Tracing Illumination Algorithm.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

Two-Way Real Time Fluid Simulation Using a Heterogeneous Multicore CPU and GPU Architecture.
Proceedings of the 25th ACM/IEEE/SCS Workshop on Principles of Advanced and Distributed Simulation, 2011

2010
A probabilistic cellular automata model for highway traffic simulation.
Proceedings of the International Conference on Computational Science, 2010

An adaptive graph for volumetric mesh visualization.
Proceedings of the International Conference on Computational Science, 2010

Fluid simulation with rigid body triangle accuracy collision using an heterogeneous GPU/CPU hardware system.
Proceedings of the 2010 Symposium on Interactive 3D Graphics, 2010

A framework of intentional characters for simulation of social behavior.
Proceedings of the SummerSim '10, 2010

Sound Wave Propagation Applied in Games.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

Fast Polygonization and Texture Map Extraction from Volumetric Objects Based on Surface Fairing Using a Modified Discrete Laplacian Operator.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

A Method for Generating Emergent Behaviors Using Machine Learning to Strategy Games.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

Fluid Simulation with Two-Way Interaction Rigid Body Using a Heterogeneous GPU and CPU Environment.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

An Architecture with Automatic Load Balancing and Distribution for Digital Games.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

Semiotic Inspection of a Game for Children with Down Syndrome.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

A Simple Architecture for Digital Games on Demand Using Low Performance Resources under a Cloud Computing Paradigm.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

Performance Evaluation of Optimized Implementations of Finite Difference Method for Wave Propagation Problems on GPU Architecture.
Proceedings of the 22nd International Symposium on Computer Architecture and High Performance Computing Workshops, 2010

JECRIPE: stimulating cognitive abilities of children with Down Syndrome in pre-scholar age using a game approach.
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology, 2010

2009
A progressive vector map browser for the web.
J. Braz. Comput. Soc., 2009

Video interviews.
Comput. Entertain., 2009

Smart composition of game objects using dependency injection.
Comput. Entertain., 2009

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

A bidimensional data structure and spatial optimization for supermassive crowd simulation on GPU.
Comput. Entertain., 2009

An adaptative game loop architecture with automatic distribution of tasks between CPU and GPU.
Comput. Entertain., 2009

A Novel Algorithm to Verify the Solution of Geometric Puzzle Games.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 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

A novel multithreaded rendering system based on a deferred approach.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

A Neighborhood Grid Data Structure for Massive 3D Crowd Simulation on GPU.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

gRmobile: A Framework for Touch and Accelerometer Gesture Recognition for Mobile Games.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

GpuWars: Design and Implementation of a GPGPU Game.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

Ginga Game: A Framework for Game Development for the Interactive Digital Television.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

Objects Visualization in Digital Terrains using Adaptive View-dependent Techniques.
Proceedings of the GRAPP 2009, 2009

2008
Introdução ao XNA.
RITA, 2008

A game loop architecture for the GPU used as a math coprocessor in real-time applications.
Comput. Entertain., 2008

A new physics engine with automatic process distribution between CPU-GPU.
Proceedings of the 2008 ACM SIGGRAPH Symposium on Video Games, 2008

A Progressive Vector Map Browser.
Proceedings of the X Brazilian Symposium on Geoinformatics, 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
Parallel processing between GPU and CPU: Concepts in a game architecture.
Proceedings of the 4th International Conference on Computer Graphics, 2007

2006
Game and interactivity in computer science educationVideo presentations are available on the citation page.
Proceedings of the International Conference on Computer Graphics and Interactive Techniques, 2006

2004
Impostores com Relevo.
PhD thesis, 2004

Software Shaders in Interactive Environments Using Relief Impostors.
Proceedings of the XVII Brazilian Symposium on Computer Graphics and Image Processing, 2004

2001
Desenvolvimento de Jogos em Computadores e Celulares.
RITA, 2001

A Shading Model for Image-Based Rendering.
Proceedings of the 14th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2001), 2001

2000
Volumetric Textures.
Proceedings of the 21st Annual Conference of the European Association for Computer Graphics, 2000

1999
2D Texture Refinement Using Procedural Functions.
Proceedings of the International Conference on Information Visualisation, 1999


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