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Cesar Tadeu Pozzer
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2020 – today
- 2024
- [c43]Gustavo Machado de Freitas, Natan Luiz Paetzhold Berwaldt, Gabriel Di Domenico, Alfredo Cossetin Neto, Cesar Tadeu Pozzer:
Interactive 2D vs. 3D Loading Screens in VR: Impact on User Experience and Perceived Wait Time. SVR 2024: 122-127 - [c42]Gabriel Di Domenico, Felipe Da Cas Becker, Bento Borges Schirmer, Natan Luiz Paetzhold Berwaldt, Gustavo Machado de Freitas, Alfredo Cossetin Neto, Cesar Tadeu Pozzer, Lisandra Manzoni Fontoura, Raul Ceretta Nunes:
Evaluation of Navigation in Immersive Large-Scale VR Environments Using Minimap-assisted Teleportation. SVR 2024: 270-274 - 2023
- [c41]Natan Luiz Paetzhold Berwaldt, Gabriel Di Domenico, Cesar Tadeu Pozzer:
Virtual MultiView Panels for Distant Object Interaction and Navigation in Virtual Reality. SVR 2023: 88-95 - [c40]Gabriel Di Domenico, Natan Luiz Paetzhold Berwaldt, Mauren W. D'Avila, Cesar Tadeu Pozzer:
Radial Menu for Virtual Reality Based on Wrist Rotation. SVR 2023: 238-242 - 2022
- [c39]Cesar Tadeu Pozzer, João B. Martins, Lisandra M. Fontoura, Luís A. Lima Silva, Mateus B. Rutzig, Raul Ceretta Nunes, Edison Pignaton de Freitas:
SIS-ASTROS: An Integrated Simulation System for the Artillery Saturation Rocket System (ASTROS). SIMULTECH 2022: 194-201 - 2021
- [c38]Lorenzo Schwertner Kaufmann, Flavio Paulus Franzin, Roberto Menegais, Cesar Tadeu Pozzer:
Accurate Real-time Physics Simulation for Large Worlds. VISIGRAPP (1: GRAPP) 2021: 135-142 - [c37]Roberto Nisxota Menegais, Flavio Paulus Franzin, Lorenzo Schwertner Kaufmann, Cesar Tadeu Pozzer:
A Raster-based Approach for Waterbodies Mesh Generation. VISIGRAPP (1: GRAPP) 2021: 143-152 - 2020
- [c36]Natan Luiz Paetzhold Berwaldt, Rafael Vales Bettker, Cesar Tadeu Pozzer:
Procedural Generation of Favela Layouts on Arbitrary Terrains. SBGames 2020: 136-144
2010 – 2019
- 2019
- [c35]Tiago Boelter Mizdal, Cesar Tadeu Pozzer:
Ambient Sound with Signed Distance Fields and Gradient Fields. SBGames 2019: 47-51 - [c34]Flavio Paulus Franzin, Cesar Tadeu Pozzer, Bruno Torres do Nascimento:
GPU-Based Rendering and Collision Simulation of Ground Vegetation in Large-Scale Virtual Scenarios. SBGames 2019: 106-114 - [c33]Bruno Torres do Nascimento, Cesar Tadeu Pozzer, Flavio Paulus Franzin:
Procedural Editing of Virtual Terrains Using 3D Bézier Curves. SBGames 2019: 135-143 - 2018
- [c32]Vitor Peixoto Menezes, Cesar Tadeu Pozzer:
Development of an Autonomous Vehicle Controller for Simulation Environments. SBGames 2018: 75-80 - [c31]Bruno Torres do Nascimento, Flavio Paulus Franzin, Cesar Tadeu Pozzer:
GPU-Based Real-Time Procedural Distribution of Vegetation on Large-Scale Virtual Terrains. SBGames 2018: 157-166 - [c30]Tiago Boelter Mizdal, Cesar Tadeu Pozzer:
Procedural Content Generation of Villages and Road System on Arbitrary Terrains. SBGames 2018: 205-211 - [c29]Alex Frasson, Tiago Augusto Engel, Cesar Tadeu Pozzer:
Efficient screen-space rendering of vector features on virtual terrains. I3D 2018: 7:1-7:10 - [c28]Juliana Rubenich Brondani, Luís A. Lima Silva, Mateus B. Rutzig, Cesar Tadeu Pozzer, Raul Ceretta Nunes, João B. Martins, Edison Pignaton de Freitas:
Semi-Autonomous Navigation for Virtual Tactical Simulations in the Military Domain. SIMULTECH 2018: 443-450 - 2017
- [j4]David B. Carvalho, Esteban Walter Gonzalez Clua, Cesar Tadeu Pozzer, Erick Baptista Passos, Aline Paes:
Simulated Perceptions for Emergent Storytelling. Comput. Intell. 33(4): 605-628 (2017) - 2014
- [j3]Edirlei Soares de Lima, Bruno Feijó, Simone D. J. Barbosa, António L. Furtado, Angelo E. M. Ciarlini, Cesar Tadeu Pozzer:
Draw your own story: Paper and pencil interactive storytelling. Entertain. Comput. 5(1): 33-41 (2014) - [c27]Cesar Tadeu Pozzer, Cicero Augusto de Lara Pahins, Ilona Heldal:
A hash table construction algorithm for spatial hashing based on linear memory. Advances in Computer Entertainment 2014: 35:1-35:4 - [c26]Cicero Augusto de Lara Pahins, Cesar Tadeu Pozzer:
Improving Divide-and-Conquer Ray-Tracing Using a Parallel Approach. SIBGRAPI 2014: 9-16 - [c25]Daniel Michelon De Carli, Cesar Tadeu Pozzer, Fernando Bevilacqua, Victor Schetinger:
Procedural Generation of 3D Canyons. SIBGRAPI 2014: 103-110 - 2013
- [c24]Edirlei Soares de Lima, Bruno Feijó, António L. Furtado, Simone Diniz Junqueira Barbosa, Cesar Tadeu Pozzer, Angelo E. M. Ciarlini:
Non-branching Interactive Comics. Advances in Computer Entertainment 2013: 230-245 - [c23]Paulo Abelha, Vinicius M. Gottin, Angelo E. M. Ciarlini, Eric T. Araujo, António L. Furtado, Bruno Feijó, Fabio A. Guilherme da Silva, Cesar Tadeu Pozzer:
A Nondeterministic Temporal Planning Model for Generating Narratives with Continuous Change in Interactive Storytelling. AIIDE 2013 - 2012
- [c22]Edirlei Soares de Lima, Bruno Feijó, Cesar Tadeu Pozzer, Angelo E. M. Ciarlini, Simone Diniz Junqueira Barbosa, António L. Furtado, Fabio A. Guilherme da Silva:
Social Interaction for Interactive Storytelling. ICEC 2012: 1-15 - [c21]Fabio A. Guilherme da Silva, António L. Furtado, Angelo E. M. Ciarlini, Cesar Tadeu Pozzer, Bruno Feijó, Edirlei Soares de Lima:
Information-Gathering Events in Story Plots. ICEC 2012: 30-44 - [c20]Edirlei Soares de Lima, Bruno Feijó, António L. Furtado, Angelo E. M. Ciarlini, Cesar Tadeu Pozzer:
Automatic Video Editing for Video-Based Interactive Storytelling. ICME 2012: 806-811 - 2011
- [c19]Eric T. Araujo, Angelo E. M. Ciarlini, Cesar Tadeu Pozzer, Bruno Feijó:
A Method to Check the Satisfaction of Continuous-Time Constraints by Nonlinear Stories. ICIDS 2011: 272-277 - [c18]Edirlei Soares de Lima, Bruno Feijó, Simone Diniz Junqueira Barbosa, António L. Furtado, Angelo E. M. Ciarlini, Cesar Tadeu Pozzer:
Draw Your Own Story: Paper and Pencil Interactive Storytelling. ICEC 2011: 1-12 - [c17]Daniel Michelon De Carli, Fernando Bevilacqua, Cesar Tadeu Pozzer, Marcos Cordeiro d'Ornellas:
A Survey of Procedural Content Generation Techniques Suitable to Game Development. SBGames 2011: 26-35 - [c16]Edirlei Soares de Lima, Bruno Feijó, Simone Diniz Junqueira Barbosa, Fabio A. Guilherme da Silva, António L. Furtado, Angelo E. M. Ciarlini, Cesar Tadeu Pozzer:
Multimodal, Multi-user and Adaptive Interaction for Interactive Storytelling Applications. SBGames 2011: 206-214 - [c15]Ramon Limberger, Cesar Tadeu Pozzer, Bruno Feijó, Edirlei Soares de Lima:
Supporting Characters in Interactive Storytelling. SBGames 2011: 241-249 - [c14]Alexandre C. Albuquerque, Cesar Tadeu Pozzer, Angelo E. M. Ciarlini:
The Usage of the Structural-Affect Theory of Stories for Narrative Generation. SBGames 2011: 250-259 - 2010
- [c13]Edirlei Everson Soares de Lima, Bruno Feijó, António L. Furtado, Cesar Tadeu Pozzer, Angelo E. M. Ciarlini:
Director of Photography and Music Director for Interactive Storytelling. SBGames 2010: 129-137
2000 – 2009
- 2009
- [j2]Erick Baptista Passos, Anselmo Antunes Montenegro, Esteban Walter Gonzalez Clua, Cesar Tadeu Pozzer, Vinicius Azevedo:
Neuronal editor agent for scene cutting in game cinematography. Comput. Entertain. 7(4): 57:1-57:17 (2009) - [c12]Edirlei E. S. de Lima, Cesar Tadeu Pozzer, Marcos Cordeiro d'Ornellas, Angelo E. M. Ciarlini, Bruno Feijó, António L. Furtado:
Virtual cinematography director for interactive storytelling. Advances in Computer Entertainment Technology 2009: 263-270 - [c11]Edirlei Everson Soares de Lima, Cesar Tadeu Pozzer, Marcos Cordeiro d'Ornellas, Angelo E. M. Ciarlini, Bruno Feijó, António L. Furtado:
Support Vector Machines for Cinematography Real-Time Camera Control in Storytelling Environments. SBGames 2009: 44-51 - [c10]Fernando Bevilacqua, Cesar Tadeu Pozzer, Marcos Cordeiro d'Ornellas:
Charack: Tool for Real-Time Generation of Pseudo-Infinite Virtual Worlds for 3D Games. SBGames 2009: 111-120 - [c9]Erick Baptista Passos, Anselmo Antunes Montenegro, Esteban Walter Gonzalez Clua, Cesar Tadeu Pozzer, Flávio Soares Corrêa da Silva:
Hierarchical PNF Networks - A Temporal Model of Events for the Representation and Dramatization of Storytelling. SBGames 2009: 175-184 - [c8]Marcelo de Melo Camanho, Angelo Ernani Maia Ciarlini, António Luz Furtado, Bruno Feijó, Cesar Tadeu Pozzer:
A Model for Interactive TV Storytelling. SBGames 2009: 197-206 - 2008
- [c7]Mark Joselli, Marcelo Panaro de Moraes Zamith, Esteban Walter Gonzalez Clua, Anselmo Antunes Montenegro, Aura Conci, Regina Leal-Toledo, Luis Valente, Bruno Feijó, Marcos Cordeiro d'Ornellas, Cesar Tadeu Pozzer:
Automatic Dynamic Task Distribution between CPU and GPU for Real-Time Systems. CSE 2008: 48-55 - [c6]Marcelo M. Camanho, Angelo E. M. Ciarlini, António L. Furtado, Cesar Tadeu Pozzer, Bruno Feijó:
Conciliating coherence and high responsiveness in interactive storytelling. DIMEA 2008: 427-434 - [c5]Angelo E. M. Ciarlini, Marcelo M. Camanho, Thiago R. Dória, António L. Furtado, Cesar Tadeu Pozzer, Bruno Feijó:
Planning and Interaction Levels for TV Storytelling. ICIDS 2008: 198-209 - 2007
- [c4]Cesar Tadeu Pozzer, Börje F. Karlsson:
Teaching AI Concepts by Using Casual Games: A Case Study. GAMEON 2007: 135-138 - 2005
- [b1]Cesar Tadeu Pozzer:
Um sistema para GeraçãO, InteraçãO E VisualizaçãO 3D de HISTóRIAs para TV interativa. Pontifical Catholic University of Rio de Janeiro, Brazil, 2005 - [c3]Angelo E. M. Ciarlini, Cesar Tadeu Pozzer, António L. Furtado, Bruno Feijó:
A logic-based tool for interactive generation and dramatization of stories. Advances in Computer Entertainment Technology 2005: 133-140 - [c2]Cesar Tadeu Pozzer, Luciana dos S. Lima, Alberto Barbosa Raposo, Carlos J. G. Vieira:
A multi-user videoconference-based collaboration tool: design and implementation issues. CSCWD (1) 2005: 547-552 - 2002
- [j1]Cesar Tadeu Pozzer, Sérgio Roberto Matiello Pellegrino:
Procedural solid-space techniques for modeling and animating waves. Comput. Graph. 26(6): 877-885 (2002) - 2001
- [c1]Cesar Tadeu Pozzer, Sérgio Roberto Matiello Pellegrino:
Procedural Models on Image Synthesis for Ocean Animation. SIBGRAPI 2001: 130-137
Coauthor Index
aka: Angelo Ernani Maia Ciarlini
aka: António Luz Furtado
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last updated on 2024-10-04 20:00 CEST by the dblp team
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