Anselmo Antunes Montenegro

Orcid: 0000-0001-9342-8732

According to our database1, Anselmo Antunes Montenegro authored at least 61 papers between 1998 and 2024.

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

Timeline

Legend:

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PhD thesis 
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Bibliography

2024
Breaking Visual Similarity Barriers: Enhanced Image Identification Through Global-Local Feature Fusion.
Proceedings of the 37th SIBGRAPI Conference on Graphics, Patterns and Images, 2024

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

2022
Enveloping CAD models for visualization and interaction in XR applications.
Eng. Comput., 2022

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

2020
A 3D sketch-based formulation to model salt bodies from seismic data.
Comput. Geosci., 2020

A Robust Feature-aware Sparse Mesh Representation.
Proceedings of the 28th Pacific Conference on Computer Graphics and Applications, 2020

2019
A minimalistic approach for fast computation of geodesic distances on triangular meshes.
Comput. Graph., 2019

Creating Layouts for Virtual Game Controllers Using Generative Design.
Proceedings of the Entertainment Computing and Serious Games, 2019

Adaptive Hierarchical Mesh Detail Mapping and Deformation.
Proceedings of the Computational Science and Its Applications - ICCSA 2019, 2019

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

Applying Design Thinking for Prototyping a Game Controller.
Proceedings of the Entertainment Computing - ICEC 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
Curve and surface fitting by implicit polynomials: Optimum degree finding and heuristic refinement.
Comput. Graph., 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

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

Computer Aided Diagnosis for Breast Diseases Based on Infrared Images.
Proceedings of the 14th IEEE/ACS International Conference on Computer Systems and Applications, 2017

2016
A New User-Friendly Sketch-Based Modeling Method Using Convolution Surfaces.
Proceedings of the XVIII Symposium on Virtual and Augmented Reality, 2016

Towards Deep Learning Invariant Pedestrian Detection by Data Enrichment.
Proceedings of the 15th IEEE International Conference on Machine Learning and Applications, 2016

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

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

Unsupervised cosegmentation based on global clustering and saliency.
Proceedings of the 2015 IEEE International Conference on Image Processing, 2015

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

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

Polygonal Mesh Extraction from Digital Voxel Art.
Proceedings of the XXVI Conference on Graphics, Patterns and Images, 2013

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

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

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

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

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
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 Neighborhood Grid Data Structure for Massive 3D Crowd Simulation on GPU.
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
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

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
Reconstruction of 3D Object Meshes from Silhouette Images.
J. Math. Imaging Vis., 2007

Parallel processing between GPU and CPU: Concepts in a game architecture.
Proceedings of the 4th International Conference on Computer Graphics, 2007

2006
Actively Illuminated Objects using Graph-Cuts.
Proceedings of the 19th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2006), 2006

Polygonization of volumetric reconstructions from silhouettes.
Proceedings of the 19th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2006), 2006

2004
Space Carving with a Hand-Held Camera.
Proceedings of the XVII Brazilian Symposium on Computer Graphics and Image Processing, 2004

Adaptive Space Carving.
Proceedings of the 2nd International Symposium on 3D Data Processing, 2004

2003
ReconstruçãO de Cenas a partir de Imagens AtravéS de Escultura do EspaçO por Refinamento adaptativo.
PhD thesis, 2003

1998
Error measures in greedy insertion simplification methods.
Proceedings of the XI Computer Graphics, 1998


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