GPU-Based Real-Time Procedural Distribution of Vegetation on Large-Scale Virtual Terrains. - Bruno Torres do Nascimento; Flavio Paulus Franzin; Cesar Tadeu Pozzer (SBGames, 2018)

GPU-Based Rendering and Collision Simulation of Ground Vegetation in Large-Scale Virtual Scenarios. - Flavio Paulus Franzin; Cesar Tadeu Pozzer; Bruno Torres do Nascimento (SBGames, 2019)

Procedural Editing of Virtual Terrains Using 3D Bézier Curves. - Bruno Torres do Nascimento; Cesar Tadeu Pozzer; Flavio Paulus Franzin (SBGames, 2019)

Accurate Real-time Physics Simulation for Large Worlds. - Lorenzo Schwertner Kaufmann; Flavio Paulus Franzin; Roberto Menegais; Cesar Tadeu Pozzer (VISIGRAPP (1: GRAPP), 2021)

A Raster-based Approach for Waterbodies Mesh Generation. - Roberto Nisxota Menegais; Flavio Paulus Franzin; Lorenzo Schwertner Kaufmann; Cesar Tadeu Pozzer (VISIGRAPP (1: GRAPP), 2021)

Real-Time Craters Generation On Dynamic Terrains. - Alfredo Cossetin Neto; Flavio Paulus Franzin; Cesar Tadeu Pozzer; Natan Luiz Paetzhold Berwaldt; Gabriel Di Domenico; Gustavo Machado de Freitas (SBGames, 2024)