Creto Augusto Vidal

Orcid: 0000-0002-0857-6333

According to our database1, Creto Augusto Vidal authored at least 79 papers between 2001 and 2024.

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

Timeline

Legend:

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Bibliography

2024
Generalization of Real-Time Motion Control with DRL Using Conditional Rewards and Symmetry Constraints.
Proceedings of the 26th Symposium on Virtual and Augmented Reality, 2024

Facial Conformation Modeling by Anthropometric Measurements.
Proceedings of the 26th Symposium on Virtual and Augmented Reality, 2024

2023
Building Oriented Bounding Boxes by the intermediate use of ODOPs.
Comput. Graph., November, 2023

2022
An efficient automatic mesh generation algorithm for planar isogeometric analysis using high-order rational Bézier triangles.
Eng. Comput., 2022

A modeling environment for reinforcement learning in games.
Entertain. Comput., 2022

2021
Non-overlapping geometric shadow map.
Comput. Graph., 2021

A model for flexible representation of social groups in crowd simulation.
Comput. Graph., 2021

Physics-Based Motion Control Through DRL's Reward Functions.
Proceedings of the SVR'21: 23rd Symposium on Virtual and Augmented Reality, Virtual Event, Brazil, October 18, 2021

Autonomous Foraging of Virtual Characters with a Constructivist Cognitive Architecture.
Proceedings of the SVR'21: 23rd Symposium on Virtual and Augmented Reality, Virtual Event, Brazil, October 18, 2021

Assessing the Robustness of Deep Q-Network Agents to Changes on Game Object Textures.
Proceedings of the 20th Brazilian Symposium on Computer Games and Digital Entertainment, 2021

RealShooting: Expanding the experience of point-and-click target shooting games.
Proceedings of the 20th Brazilian Symposium on Computer Games and Digital Entertainment, 2021

Two Level Control of Non-Player Characters for Navigation in 3D Games Scenes: A Deep Reinforcement Learning Approach.
Proceedings of the 20th Brazilian Symposium on Computer Games and Digital Entertainment, 2021

Gym Hero: A Research Environment for Reinforcement Learning Agents in Rhythm Games.
Proceedings of the 20th Brazilian Symposium on Computer Games and Digital Entertainment, 2021

Topple-free foot strategy applied to real-time motion capture data using kinect sensor.
Proceedings of the SAC '21: The 36th ACM/SIGAPP Symposium on Applied Computing, 2021

2020
A Visual Analytics Approach to Facilitate Crime Hotspot Analysis.
Comput. Graph. Forum, 2020

Improved silhouette rendering and detection of splat-based models.
Comput. Graph., 2020

Towards intrinsic autonomy through evolutionary computation.
Artif. Intell. Rev., 2020

Autonomous Foraging with SARSA-based Deep Reinforcement Learning.
Proceedings of the 22nd Symposium on Virtual and Augmented Reality, 2020

Investigating Deep Q-Network Agent Sensibility to Texture Changes on FPS Games.
Proceedings of the 19th Brazilian Symposium on Computer Games and Digital Entertainment, 2020

AI4U: A Tool for Game Reinforcement Learning Experiments.
Proceedings of the 19th Brazilian Symposium on Computer Games and Digital Entertainment, 2020

2019
An Emotional Virtual Character: A Deep Learning Approach with Reinforcement Learning.
Proceedings of the 21st Symposium on Virtual and Augmented Reality, 2019

A Minimal Training Strategy to Play Flappy Bird Indefinitely with NEAT.
Proceedings of the 18th Brazilian Symposium on Computer Games and Digital Entertainment, 2019

2018
Real-time discovery of hot routes on trajectory data streams using interactive visualization based on GPU.
Comput. Graph., 2018

Evaluating Competition in Training of Deep Reinforcement Learning Agents in First-Person Shooter Games.
Proceedings of the 17th Brazilian Symposium on Computer Games and Digital Entertainment, SBGames 2018, Foz do Iguaçu, Brazil, October 29, 2018

2017
Tunable Robustness: An Artificial Contact Strategy with Virtual Actuator Control for Balance.
Comput. Graph. Forum, 2017

Gradient-based steering for vision-based crowd simulation algorithms.
Comput. Graph. Forum, 2017

A Robust Balance Strategy Applied to Real-Time Animation Data with Kinect Sensor.
Proceedings of the 19th Symposium on Virtual and Augmented Reality, 2017

Towards Playing a 3D First-Person Shooter Game Using a Classification Deep Neural Network Architecture.
Proceedings of the 19th Symposium on Virtual and Augmented Reality, 2017

Visual Analysis of Predictive Suffix Trees for Discovering Movement Patterns and Behaviors.
Proceedings of the 30th SIBGRAPI Conference on Graphics, Patterns and Images, 2017

Interactive Visualization of Traffic Dynamics Based on Trajectory Data.
Proceedings of the 30th SIBGRAPI Conference on Graphics, Patterns and Images, 2017

On the Development of an Autonomous Agent for a 3D First-Person Shooter Game Using Deep Reinforcement Learning.
Proceedings of the 16th Brazilian Symposium on Computer Games and Digital Entertainment, 2017

2016
Emergent vision system of autonomous virtual characters.
Neurocomputing, 2016

Parallel generation of meshes with cracks using binary spatial decomposition.
Eng. Comput., 2016

Temporally coherent sculpture of composite objects.
Comput. Graph., 2016

Requirements for Development of a Low Cost Portable Simulator for Shooting Skill Training.
Proceedings of the XVIII Symposium on Virtual and Augmented Reality, 2016

An Adaptive Mesh Generation Technique in Parallel for Virtual Reality Applications.
Proceedings of the XVIII Symposium on Virtual and Augmented Reality, 2016

Using Change-Sets to Achieve a Bounded Undo and Make Tutorials in 3D Version Control Systems.
Proceedings of the 29th SIBGRAPI Conference on Graphics, Patterns and Images, 2016

MSKDE - Using Marching Squares to Quickly Make High Quality Crime Hotspot Maps.
Proceedings of the 29th SIBGRAPI Conference on Graphics, Patterns and Images, 2016

Texture Analysis Using Informed Search in Graphs.
Proceedings of the 29th SIBGRAPI Conference on Graphics, Patterns and Images, 2016

2015
Split Grammar Evolution for Procedural Modeling of Virtual Buildings.
Proceedings of the XVII Symposium on Virtual and Augmented Reality, 2015

Analysis of the Influence of the Field of View on a Crowd Simulation Model Based on Synthetic Vision.
Proceedings of the XVII Symposium on Virtual and Augmented Reality, 2015

2014
Materialization of Manipulated Virtual Model.
Proceedings of the 16th Symposium on Virtual and Augmented Reality, 2014

A Simplified Contact Model for Treating the Balance of Biped Virtual Characters.
Proceedings of the 16th Symposium on Virtual and Augmented Reality, 2014

Generation of Emergent Navigation Behavior in Autonomous Agents Using Artificial Vision.
Proceedings of the 16th Symposium on Virtual and Augmented Reality, 2014

Cloth Simulation with Triangular Mesh Adaptivity.
Proceedings of the 27th SIBGRAPI Conference on Graphics, Patterns and Images, 2014

Expressive Reproduced Characters for Games.
Proceedings of the 2014 Brazilian Symposium on Computer Games and Digital Entertainment, 2014

Adaptive Clipping of Splats to Models with Sharp Features.
Proceedings of the Italian Chapter Conference 2014, 2014

2013
Latent motion spaces for full-body motion editing.
Vis. Comput., 2013

Adapting Splat-based Models to Curved Sharp Features.
J. Graph. Tools, 2013

A distributed-memory parallel technique for two-dimensional mesh generation for arbitrary domains.
Adv. Eng. Softw., 2013

A Dynamic Representation-Switch Method for Hybrid Crowd Rendering Systems.
Proceedings of the 15th Symposium on Virtual and Augmented Reality, 2013

Cloth Simulation Using Triangular Mesh: A Study of Mesh Adaptivity.
Proceedings of the 15th Symposium on Virtual and Augmented Reality, 2013

Crowd Evacuation Using Cellular Automata: Simulation in a Soccer Stadium.
Proceedings of the 15th Symposium on Virtual and Augmented Reality, 2013

A Comparative Analysis of Fluid Simulation Methods Based on SPH.
Proceedings of the 15th Symposium on Virtual and Augmented Reality, 2013

Three-Dimensional Face Caricaturing by Anthropometric Distortions.
Proceedings of the XXVI Conference on Graphics, Patterns and Images, 2013

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

An Adaptive Parametric Surface Mesh Generation Method Guided by Curvatures.
Proceedings of the 22nd International Meshing Roundtable, 2013

Emergence of Autonomous Behaviors of Virtual Characters through Simulated Reproduction.
Proceedings of the Twelfth European Conference on the Synthesis and Simulation of Living Systems: Advances in Artificial Life, 2013

Evolving Plastic Neuromodulated Networks for Behavior Emergence of Autonomous Virtual Characters.
Proceedings of the Twelfth European Conference on the Synthesis and Simulation of Living Systems: Advances in Artificial Life, 2013

2012
A method for clipping splats on sharp edges and corners.
Vis. Comput., 2012

Reproducing virtual characters.
Comput. Graph., 2012

System Model for Shooting Training Based on Interactive Video, Three-Dimensional Computer Graphics and Laser Ray Capture.
Proceedings of the 14th Symposium on Virtual and Augmented Reality, 2012

Dynamic Cloth Simulation: A Comparative Study of Explicit and Implicit Numerical Integration.
Proceedings of the 14th Symposium on Virtual and Augmented Reality, 2012

Using natural vibrations to guide control for locomotion.
Proceedings of the Symposium on Interactive 3D Graphics and Games, 2012

Facial aging simulation applied to the missing person problem.
Proceedings of the 2012 XXXVIII Conferencia Latinoamericana En Informatica (CLEI), 2012

2011
A New Method for Cutting Splats of Models with Sharp Features.
Proceedings of the 24th SIBGRAPI Conference on Graphics, 2011

Trajectory Semantic Visualization.
Proceedings of the ICEIS 2011, 2011

2010
Simulation of genetic inheritance in the generation of virtual characters.
Proceedings of the IEEE Virtual Reality Conference, 2010

A Hierarchical Adaptive Mesh Generation Strategy for Parametric Surfaces Based on Tree Structures.
Proceedings of the SIBGRAPI 2010, 2010

Towards the Solution of the Missing Persons Problem by Simulated Reproduction of Virtual Characters.
Proceedings of the SIBGRAPI 2010, 2010

2009
Optimized Pattern-Based Adaptive Mesh Refinement Using GPU.
Proceedings of the SIBGRAPI 2009, 2009

2008
A biologically inspired generation of virtual characters.
Proceedings of the 2008 ACM Symposium on Applied Computing (SAC), 2008

A nervous system model for direct dynamics animation control based on evolutionary computation.
Proceedings of the 2008 ACM Symposium on Applied Computing (SAC), 2008

Simple Feedforward Control for Responsive Motion Capture-Driven Simulations.
Proceedings of the Advances in Visual Computing, 4th International Symposium, 2008

2007
Sensory state machines for physically-based animation.
Vis. Comput., 2007

A flexible representation of controllers for physically-based animation of virtual humans.
Proceedings of the 2007 ACM Symposium on Applied Computing (SAC), 2007

2006
Transformation Semantics: An Efficient Approach for Collision Detection.
Proceedings of the 19th Brazilian Symposium on Computer Graphics and Image Processing (SIBGRAPI 2006), 2006

2003
A Strategy for the Interpolation of Surfaces through the Use of Basis Functions.
Proceedings of the Anais GEOINFO 2003, 2003

2001
A Virtual Environment for Distance Learning.
Proceedings of the Networking the Learner: Computers in Education, 2001


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