Antônio L. Apolinário Jr.

Orcid: 0000-0002-2592-5048

According to our database1, Antônio L. Apolinário Jr. authored at least 39 papers between 2005 and 2023.

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

Timeline

Legend:

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Links

On csauthors.net:

Bibliography

2023
Foreword to special section on SIBGRAPI 2022.
Comput. Graph., August, 2023

Occlusion Handling in Augmented Reality: Past, Present and Future.
IEEE Trans. Vis. Comput. Graph., 2023

2022
Virtual Reality-Based Stimuli for Immersive Car Clinics: A Performance Evaluation Model.
Big Data Cogn. Comput., 2022

Evaluation of design guidelines for the development of intuitive virtual reality authoring tools: a case study with NVIDIA Omniverse.
Proceedings of the 2022 IEEE International Symposium on Mixed and Augmented Reality Adjunct (ISMAR-Adjunct), 2022

2021
Live user-guided depth map estimation for single images.
J. Real Time Image Process., 2021

Metal Artifact Reduction Based on Color Mapping and Inpainting Techniques.
Proceedings of the Progress in Pattern Recognition, Image Analysis, Computer Vision, and Applications, 2021

2020
Revectorization-Based Soft Shadow Mapping.
Comput. Graph. Forum, 2020

Volume Rendering: An Analysis based on the HoloLens Augmented Reality Device.
Proceedings of the 22nd Symposium on Virtual and Augmented Reality, 2020

Real-Time 3D Position-Based Dynamics Simulation for Hydrographic Printing.
Proceedings of the 33rd SIBGRAPI Conference on Graphics, Patterns and Images, 2020

Screen-space VPL propagation for real-time indirect lighting.
Proceedings of the 33rd SIBGRAPI Conference on Graphics, Patterns and Images, 2020

2018
Procedural Planetary Multi-resolution Terrain Generation for Games.
CoRR, 2018

Improved anti-aliasing for Euclidean distance transform shadow mapping.
Comput. Graph., 2018

2017
Real-time 3D Gesture Recognition using Dynamic Time Warping and Simplification Methods.
J. WSCG, 2017

Data-driven optimization approach for mass-spring models parametrization based on isogeometric analysis.
J. Comput. Sci., 2017

Optimized Visibility Functions for Revectorization-Based Shadow Mapping.
CoRR, 2017

Comparing Different Strategies for Frame-to-Frame Rigid Registration of Point Clouds.
Proceedings of the 19th Symposium on Virtual and Augmented Reality, 2017

Euclidean Distance Transform Soft Shadow Mapping.
Proceedings of the 30th SIBGRAPI Conference on Graphics, Patterns and Images, 2017

Hard Shadow Anti-Aliasing for Spot Lights in a Game Engine.
Proceedings of the 16th Brazilian Symposium on Computer Games and Digital Entertainment, 2017

Revectorization-Based Accurate Soft Shadow using Adaptive Area Light Source Sampling.
Proceedings of the 43rd Graphics Interface Conference 2017, 2017

Euclidean Distance Transform Shadow Mapping.
Proceedings of the 43rd Graphics Interface Conference 2017, 2017

2016
Revectorization-Based Shadow Mapping.
Proceedings of the 42nd Graphics Interface Conference, Victoria, BC, Canada, 1-3 June 2016, 2016

2015
A new optimization approach for mass-spring models parameterization.
Graph. Model., 2015

Focus plus context visualization based on volume clipping for markerless on-patient medical data visualization.
Comput. Graph., 2015

A GPU-based adaptive algorithm for non-rigid surface registration.
Proceedings of the 2015 IEEE Virtual Reality, 2015

Indoor location systems in emergency scenarios - A Survey.
Proceedings of the annual conference on Brazilian Symposium on Information Systems, 2015

2014
Modeling a Virtual World for the Educational Game Calangos.
Int. J. Comput. Games Technol., 2014

Multi-frame adaptive non-rigid registration for markerless augmented reality.
Proceedings of the 13th ACM SIGGRAPH International Conference on Virtual-Reality Continuum and its Applications in Industry, 2014

A Semi-automatic Markerless Augmented Reality Approach for On-Patient Volumetric Medical Data Visualization.
Proceedings of the 16th Symposium on Virtual and Augmented Reality, 2014

Improving On-Patient Medical Data Visualization in a Markerless Augmented Reality Environment by Volume Clipping.
Proceedings of the 27th SIBGRAPI Conference on Graphics, Patterns and Images, 2014

Cartoon Water Rendering with Foam and Surface Smoothing.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

2013
A Review of Dynamic NURBS Approach
CoRR, 2013

A Robust Real-Time Face Tracking Using Head Pose Estimation for a Markerless AR System.
Proceedings of the 15th Symposium on Virtual and Augmented Reality, 2013

2012
OpenedEyes: developing an information visualization framework using web standards and open web technologies.
Proceedings of the Brazilian Symposium on Multimedia and the Web, 2012

OOFM - A feature modeling approach to implement MPLs and DSPLs.
Proceedings of the IEEE 13th International Conference on Information Reuse & Integration, 2012

A Feature-Based Environment for Digital Games.
Proceedings of the Entertainment Computing - ICEC 2012 - 11th International Conference, 2012

2010
Combining feature modeling and Object Oriented concepts to manage the software variability.
Proceedings of the IEEE International Conference on Information Reuse and Integration, 2010

2009
A Generative Programming Approach for Game Development.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

GPU Based Fluid Animation over Elastic Surface Models.
Proceedings of the VIII Brazilian Symposium on Games and Digital Entertainment, 2009

2005
Lattice Gas Cellular Automata for Computational Fluid Animation
CoRR, 2005


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