Marcelo Panaro de Moraes Zamith

According to our database1, Marcelo Panaro de Moraes Zamith authored at least 20 papers between 2007 and 2020.

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

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Links

On csauthors.net:

Bibliography

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

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

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

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

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

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

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

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

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

Sound Wave Propagation Applied in Games.
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

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

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

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


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