Soraia Raupp Musse

According to our database1, Soraia Raupp Musse
  • authored at least 91 papers between 1998 and 2017.
  • has a "Dijkstra number"2 of four.

Timeline

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Bibliography

2017
Detection of Global and Local Motion Changes in Human Crowds.
IEEE Trans. Circuits Syst. Video Techn., 2017

A framework for generic facial expression transfer.
Entertainment Computing, 2017

Preserving the Motion Features in Nonavoiding Collision Crowds.
Computers in Entertainment, 2017

Evaluating and Optimizing Evacuation Plans for Crowd Egress.
IEEE Computer Graphics and Applications, 2017

Using Big Five Personality Model to Detect Cultural Aspects in Crowds.
Proceedings of the 30th SIBGRAPI Conference on Graphics, Patterns and Images, 2017

Giving Emotional Contagion Ability to Virtual Agents in Crowds.
Proceedings of the Intelligent Virtual Agents - 17th International Conference, 2017

Predicting Future Crowd Motion Including Event Treatment.
Proceedings of the Intelligent Virtual Agents - 17th International Conference, 2017

Simulating Crowds in Egress Scenarios
Springer, ISBN: 978-3-319-65201-6, 2017

2016
Shape-Based Pedestrian Segmentation in Still Images.
Int. J. Semantic Computing, 2016

Visual Computing and the Progress of Developing Countries.
IEEE Computer Graphics and Applications, 2016

Detecting Crowd Features in Video Sequences.
Proceedings of the 29th SIBGRAPI Conference on Graphics, Patterns and Images, 2016

Fast-Forwarding Crowd Simulations.
Proceedings of the Intelligent Virtual Agents - 16th International Conference, 2016

Using group behaviors to detect Hofstede cultural dimensions.
Proceedings of the 2016 IEEE International Conference on Image Processing, 2016

2015
Procedural floor plan generation from building sketches.
The Visual Computer, 2015

Procedural floor plan generation from building sketches.
Proceedings of the Special Interest Group on Computer Graphics and Interactive Techniques Conference, 2015

Improved Head-Shoulder Human Contour Estimation through Clusters of Learned Shape Models.
Proceedings of the 28th SIBGRAPI Conference on Graphics, Patterns and Images, 2015

Real-Time Procedural Generation of Personalized Facade and Interior Appearances Based on Semantics.
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015

An Adaptive Methodology for Facial Expression Transfer.
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015

An Approach to Validate Crowd Simulation Software: A Case Study on CrowdSim.
Proceedings of the 14th Brazilian Symposium on Computer Games and Digital Entertainment, 2015

An Experience-Based Approach to Simulate Virtual Crowd Behaviors Under the Influence of Alcohol.
Proceedings of the Intelligent Virtual Agents - 15th International Conference, 2015

A User-Based Framework for Group Re-Identification in Still Images.
Proceedings of the 2015 IEEE International Symposium on Multimedia, 2015

Shape-Based Pedestrian Segmentation in Still Images.
Proceedings of the 2015 IEEE International Symposium on Multimedia, 2015

2014
Investigating Macroexpressions and Microexpressions in Computer Graphics Animated Faces.
Presence, 2014

Recovering 3D human pose based on biomechanical constraints, postures comfort and image shading.
Expert Syst. Appl., 2014

Seeing the Movement through Sound: Giving Trajectory Information to Visually Impaired People.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Head-shoulder human contour estimation in still images.
Proceedings of the 2014 IEEE International Conference on Image Processing, 2014

2013
A Multipotential Field Model for Crowds with Scalable Behaviors.
Proceedings of the XXVI Conference on Graphics, Patterns and Images, 2013

CrowdVis: a framework for real time crowd visualization.
Proceedings of the 28th Annual ACM Symposium on Applied Computing, 2013

Evaluating perceived trust from procedurally animated gaze.
Proceedings of the Motion in Games, 2013

Self-occlusion and 3D pose estimation in still images.
Proceedings of the IEEE International Conference on Image Processing, 2013

Crowd Simulation, Second Edition.
Springer, ISBN: 978-1-4471-4449-6, 2013

2012
Semantic Crowds: Reusable Population for Virtual Worlds.
Proceedings of the Fourth International Conference on Games and Virtual Worlds for Serious Applications, 2012

Towards a quantitative approach for comparing crowds.
Journal of Visualization and Computer Animation, 2012

Simulating crowds based on a space colonization algorithm.
Computers & Graphics, 2012

From Their Environment to Their Behavior: A Procedural Approach to Model Groups of Virtual Agents.
Proceedings of the Intelligent Virtual Agents - 12th International Conference, 2012

Evaluation of the Uncanny Valley in CG Characters.
Proceedings of the Intelligent Virtual Agents - 12th International Conference, 2012

Skeleton-based human segmentation in still images.
Proceedings of the 19th IEEE International Conference on Image Processing, 2012

2011
Automatic Detection of 2D Human Postures Based on Single Images.
Proceedings of the 24th SIBGRAPI Conference on Graphics, 2011

Making Them Alive.
Proceedings of the 2011 Brazilian Symposium on Games and Digital Entertainment, 2011

2010
Crowd Analysis Using Computer Vision Techniques.
IEEE Signal Process. Mag., 2010

An Improved Background Subtraction Algorithm and Concurrent Implementations.
Parallel Processing Letters, 2010

Automatic Real-Time Generation of Floor Plans Based on Squarified Treemaps Algorithm.
Int. J. Computer Games Technology, 2010

An Interactive Model for Steering Behaviors of Groups of Characters.
Applied Artificial Intelligence, 2010

Generating Facial Ground Truth with Synthetic Faces.
Proceedings of the SIBGRAPI 2010, 2010

Eyes and Eyebrows Detection for Performance Driven Animation.
Proceedings of the SIBGRAPI 2010, 2010

A Model for Real Time Ocean Breaking Waves Animation.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

Generation of Cartoon 2D Cracks Based on Leaf Venation Patterns.
Proceedings of the 2010 Brazilian Symposium on Games and Digital Entertainment, 2010

Reflecting User Faces in Avatars.
Proceedings of the Intelligent Virtual Agents, 10th International Conference, 2010

Human upper body identification from images.
Proceedings of the International Conference on Image Processing, 2010

2009
An extensible framework for interactive facial animation with facial expressions, lip synchronization and eye behavior.
Computers in Entertainment, 2009

Video interviews.
Computers in Entertainment, 2009

Procedural Hair Generation.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

VhCVE: A Collaborative Virtual Environment Including Facial Animation and Computer Vision.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

Tree Paths: A New Model for Steering Behaviors.
Proceedings of the Intelligent Virtual Agents, 9th International Conference, 2009

A Template-Matching Based Method to Perform Iris Detection in Real-Time Using Synthetic Templates.
Proceedings of the 11th IEEE International Symposium on Multimedia, 2009

2008
Event Detection Using Trajectory Clustering and 4-D Histograms.
IEEE Trans. Circuits Syst. Video Techn., 2008

Providing expressive gaze to virtual animated characters in interactive applications.
Computers in Entertainment, 2008

Towards consistency in interactive storytelling: Tension arcs and dead-ends.
Computers in Entertainment, 2008

2007
Editorial.
The Visual Computer, 2007

Normalpaint: an interactive tool for painting normal maps.
The Visual Computer, 2007

Understanding people motion in video sequences using Voronoi diagrams.
Pattern Anal. Appl., 2007

Using computer vision to simulate the motion of virtual agents.
Journal of Visualization and Computer Animation, 2007

Planning algorithms for interactive storytelling.
Computers in Entertainment, 2007

Automatic Generation of Expressive Gaze in Virtual Animated Characters: From Artists Craft to a Behavioral Animation Model.
Proceedings of the Intelligent Virtual Agents, 7th International Conference, 2007

Improving Narrative Consistency in Planning-Based Interactive Storytelling.
Proceedings of the Third Artificial Intelligence and Interactive Digital Entertainment Conference, 2007

Crowd simulation.
Springer, ISBN: 978-1-8462-8824-1, 2007

2006
Real-time generation of populated virtual cities.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2006

Detection of Unusual Motion Using Computer Vision.
Proceedings of the 19th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2006), 2006

A Background Subtraction Model Adapted to Illumination Changes.
Proceedings of the International Conference on Image Processing, 2006

2005
Simulating virtual crowds in emergency situations.
Proceedings of the ACM Symposium on Virtual Reality Software and Technology, 2005

Groups and crowd simulation.
Proceedings of the 32. International Conference on Computer Graphics and Interactive Techniques, 2005

Background Subtraction and Shadow Detection in Grayscale Video Sequences.
Proceedings of the 18th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2005), 2005

Ontology-based crowd simulation for normal life situations.
Proceedings of the Computer Graphics International 2005, 2005

Simulation of large crowds in emergency situations including gaseous phenomena.
Proceedings of the Computer Graphics International 2005, 2005

Introducing narrative principles into planning-based interactive storytelling.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

2003
A Rules-Based Model Used to Describe Group Dynamics for Games.
Proceedings of the 16th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2003), 2003

A Model for Generating and Animating Groups of Virtual Agents.
Proceedings of the Intelligent Agents, 4th International Workshop, 2003

Modeling Individual Behaviors in Crowd Simulation.
Proceedings of the 16th International Conference on Computer Animation and Social Agents, 2003

2002
A Framework to Investigate Behavioural Models.
Proceedings of the 10-th International Conference in Central Europe on Computer Graphics, 2002

Intelligent Virtual Environment and Camera Control in Behavioural Simulation.
Proceedings of the 15th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2002), 2002

Animating Virtual Humans Using Hand Postures.
Proceedings of the 15th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2002), 2002

Building Artificial Memory to Autonomous Agents using Dynamic and Hierarchical Finite State Machine.
Proceedings of the Computer Animation 2002, 2002

2001
Hierarchical Model for Real Time Simulation of Virtual Human Crowds.
IEEE Trans. Vis. Comput. Graph., 2001

Behavioral Modeling of Virtual Human Actors.
RITA, 2001

Simulating Virtual Humans in Networked Virtual Environments.
Presence, 2001

2000
A Paradigm for Controlling Virtual Humans in Urban Environment Simulations.
Applied Artificial Intelligence, 2000

From one virtual actor to virtual crowds: requirements and constraints.
Proceedings of the Fourth International Conference on Autonomous Agents, 2000

1999
The COVEN project: exploring applicative, technical and usage dimensions of collaborative virtual environments.
Presence, 1999

Level of Autonomy for Virtual Human Agents.
Proceedings of the Advances in Artificial Life, 5th European Conference, 1999

An Architecture to Guide Crowds Using a Rule-Based Behavior System.
Proceedings of the Third Annual Conference on Autonomous Agents, 1999

1998
Crowd modelling in collaborative virtual environments.
VRST, 1998


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