Anselmo Antunes Montenegro

Anselmo Antunes Montenegro
Universidade Federal Fluminense | UFF · Instituto de Computação

D. Sc. in Informatics

About

85
Publications
23,091
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473
Citations
Additional affiliations
September 2006 - present
Universidade Federal Fluminense
Position
  • Professor (Associate)

Publications

Publications (85)
Preprint
Full-text available
The representation of consistent mixed reality (XR) environments requires adequate real and virtual illumination composition in real-time. Estimating the lighting of a real scenario is still a challenge. Due to the ill-posed nature of the problem, classical inverse-rendering techniques tackle the problem for simple lighting setups. However, those a...
Article
The representation of consistent mixed reality (XR) environments requires adequate real and virtual illumination composition in real-time. Estimating the lighting of a real scenario is still a challenge. Due to the ill-posed nature of the problem, classical inverse-rendering techniques tackle the problem for simple lighting setups. However, those a...
Preprint
Full-text available
The sparse representation of signals defined on Euclidean domains has been successfully applied in signal processing. Bringing the power of sparse representations to non-regular domains is still a challenge, but promising approaches have started emerging recently. In this paper, we investigate the problem of sparsely representing discrete surfaces...
Conference Paper
Full-text available
The sparse representation of signals defined on Euclidean domains has been successfully applied in signal processing. Bringing the power of sparse representations to non-regular domains is still a challenge, but promising approaches have started emerging recently. In this paper, we investigate the problem of sparsely representing discrete surfaces...
Article
Full-text available
3D visualization of and interaction with CAD models are fundamental tasks in web and mobile XR applications. Meshes of CAD model surfaces, however, have too many triangles to be interactively rendered in these environments. Despite all development in mesh simplification literature, currently, there is no algorithm capable of producing a low-poly re...
Article
Accurate delineation of geobodies is one of the major tasks of hydrocarbon exploration from three-dimensional seismic data. Salt bodies, in particular, are one of the toughest geobodies to model. Their natural process of formation leads to their complex geometry and topology. With the increasing size of acquisition data every year, traditional manu...
Article
The computation of geodesic distances is an important research topic in Geometry Processing and 3D Shape Analysis as it is a basic component of many methods used in these areas. In this work, we present a minimalistic parallel algorithm based on front propagation to compute approximate geodesic distances on meshes. Our method is practical and simpl...
Preprint
Full-text available
The computation of geodesic distances is an important research topic in Geometry Processing and 3D Shape Analysis as it is a basic component of many methods used in these areas. In this work, we present a minimalistic parallel algorithm based on front propagation to compute approximate geodesic distances on meshes. Our method is practical and simpl...
Article
Many innovations have been proposed for new game interfaces, mostly focused in gesture and body movement interpretation and motion based sensors, such as accelerometers and gyroscopes. However, the paradigm of the traditional gamepad has proved to be irreplaceable, with most console games still relying on it. This work proposes a dynamic and custom...
Chapter
Game controllers design is undergoing a major shift due to the disruptive forces of new paradigms of interaction and a wide set of game genres. With so many approaches involving this device, in this work we want to address the challenge of generating ideas for a totally new and innovative game controller that pleases its players. In order to achiev...
Conference Paper
Full-text available
Figure 1: Examples of clouds computed with the proposed method ABSTRACT Cloud models are important components in 3D open environment games and virtual reality applications. In the literature, different approaches have been proposed to solve the problem of modeling the complex geometry and texture of clouds including physical simulation , photo-base...
Conference Paper
Evaluating digital games is challenging since success is defined by enjoyment and gameplay experience, two factors that are hard to measure. While several works presented methods to analyze these factors, it is rare to find studies that evaluate the impact that the input methods (gamepads, touch, keyboards) have on the experience. We now introduce...
Conference Paper
The creative process behind new videogames always encouraged the development of innovative gameplay mechanics. However, the gamepad used to play is frequently overlooked, used only as a simple input device. This work proposes an improvement to an adaptive interface [12], using a smartphone as gamepad, with machine learning algorithms employed in re...
Article
Full-text available
Fuzzy Cognitive Maps (FCM) is a paradigm used to represent knowledge in a simple and concise way, expressing the grade of relation that exists between concepts and causal relationships. Due to its flexibility, FCM has been successfully applied in numerous applications in diverse research fields, such as, robotics, medical diagnosis, decision proble...
Conference Paper
3d modeling systems are essential tools for creating3D content for virtual reality systems. They are powerfuland sophisticated computer applications with a steep learningcurve. When considering simple shape prototyping it is moreappropriate to use a software with a simpler and intuitiveuser interface. This paper proposes a new sketch-based modeling...
Poster
Full-text available
http://on-demand.gputechconf.com/gtc/2016/posters/GTC_2016_Performance_Optimization_PO_01_P6294_WEB.pdf
Conference Paper
Full-text available
When playing games, the user expects an easy and intuitive interaction. While current controllers are physical hardware components with a default configuration of buttons, different games use different buttons and demand different interaction methods. Besides, the player style varies according to personal characteristics or past gaming experiences....
Conference Paper
Full-text available
When playing a game, the user expects an easy and intuitive interaction. While current game console controllers are physical pre­defined hardware components with a default number, size and position of buttons. Unfortunately, different games require different buttons and demand different interaction methods. Despite that, the play style of each play...
Article
This paper introduces a novel and efficient data structure, called neighborhood grid, capable of supporting large number of particle based elements on GPUs (graphics processing units), and is used for optimizing fluid animation with the use of GPU computing. The presented fluid simulation approach is based on SPH (smoothed particle hydrodynamics) a...
Conference Paper
Full-text available
The scattering of acoustic waves has been of practical interest for the petroleum industry, mainly in the determination of new oil deposits. A fam-ily of computational models that represent this phenomenon is based on finite difference methods. The simulation of these phenomena demands a high com-putational cost and large amounts of available memor...
Conference Paper
Full-text available
This work presents a method to extract polygonal surfaces from volumetric models created by artists, proposing a way of using voxel modeling tools to build B-Rep models. The volumetric data created by voxel editors usually contain topological features that do not describe solid structures. Hence, the main objective of this work is to solve the prob...
Conference Paper
Several methods have been proposed to overcome the pixel art scaling problem through the years. In this article we describe a novel approach to be applied through a massively parallel architecture that can address this issue in real time. To achieve this we design a local and context independent algorithm that enables an efficient parallel implemen...
Conference Paper
Full-text available
Rendering in 3D games typically uses rasterization approaches in order to guarantee interactive frame rates, since ray tracing, a superior method for rendering photorealistic images, has greater computational cost. With the advent of massively parallel processors in the form of GPUs, parallelized ray tracing have been investigated as an alternative...
Article
Computational fluid dynamics in simulation has become an important field not only for physics and engineering areas but also for simulation, computer graphics, virtual reality and even video game development. Many efficient models have been developed over the years, but when many contact interactions must be processed, most models present difficult...
Article
O câncer é uma doença que se origina de células mutantes, sem causas bem conhecidas ainda, que se reproduzem descontroladamente, aumentando a perfusão sanguínea e, consequentemente, ocasionando um aumento da temperatura da região tumoral. Essa temperatura é irradiada para a pele e pode ser medida por câmeras térmicas. Tendo em vista que o corpo hum...
Conference Paper
Full-text available
Ray-tracing is a computational demanding image generation technique capable of create photo-realistic images. Due to its high demand of computational power, ray-tracing is not used for real-time applications, however, with the massive parallel capabilities of current Graphics Processing Units, and the fact that ray tracing is a suitable application...
Conference Paper
Several fields in Computer Science use distributed computing to solve many intensive computational problems. Digital games use this approach mainly in multiplayer games, where a mainframe or cluster processes the majority of game logic. Single player games can also use distribute computing to process game logic and visualization algorithms, usually...
Conference Paper
Full-text available
Natural phenomena simulation, such as water and smoke, is a very important topic to increase real time scene realism in video-games. However, the computational fluid simulation is an expensive task since we must numerically solve the Navier-Stokes equations. Additionally, an immersing simulation requires interaction between the flow and the objects...
Article
Full-text available
In this paper we propose a new method to deal with the problem of automatic human skin segmentation in RGB color space model. The problem is modeled as a minimum cost graph cut problem on a graph whose vertices represent the image color characteristics. Skin and non-skin elements are assigned by evaluating label costs of vertices associated to the...
Conference Paper
Full-text available
Distributed computing is being used in several fields to solve many computation intensive problems. In digital games, it is used mainly in multi-player games, where the majority of the game logic is processed in a mainframe or cluster. Single player games could also use distributed computing to process the game logic, devoting host processing to re...
Conference Paper
Full-text available
This work proposes a new method for the polygonization and texture map extraction from volumetric objects based on a polyhedral surface extraction and surface fairing approach. The surface faring approach is based on a mesh signal processing technique that uses an approximation of an adaptive low-pass filtering based on a function that combines the...
Conference Paper
Full-text available
Many games and other interactive virtual environments are known for their focus in rendering natural phenomena, such as accurate visuals and physics, in the most believable manner. Several advances in the aforementioned fields took place during the last decade but, unfortunately, this effort has not been reflected in libraries for spatial audio. Th...
Article
Full-text available
Simulation of natural phenomena, such as water and smoke, is a very important topic to increase real time scene realism in video-games. Besides the graphical aspect, in order to achieve realism, it is necessary to correctly simulate and solve its complex governing equations, requiring an intense computational work.Fluid simulation is achieved by so...
Article
The scattering of acoustic waves in non-homogeneous media has been of practical interest for the petroleum industry, mainly in the determination of new oil deposits. A family of computational models that represent this phenomenon is based on finite difference methods. The simulation of these phenomena demands a high computational cost. In this work...
Conference Paper
Full-text available
This paper presents an approach for developing a Social Proxy applied to the Collaborative Virtual Environment (CVE). Also are described the architecture, programming model and evaluation strategies. Our Social Proxy is called SP HUD, a component that provides a view in third person allowing a clearer view of the group activities. With it, we can v...
Article
Full-text available
This paper presents an approach for developing a Social Proxy applied to the Collaborative Virtual Environment (CVE). Also are described the architecture, programming model and evaluation strategies. Our Social Proxy is called SP HUD, a component that provides a view in third person allowing a clearer view of the group activities. With it, we can v...
Article
Full-text available
This work presents a probabilistic model for the microscopic simulation of traffic roads based on Nagel-Schreckenberg's model. Each driver's behavior is described through the combination of a continuous probability function with an anticipatory feature that leads to a counter flow velocity tunning. The simulations developed and described herein giv...
Article
This work presents an adaptive strategy in order to visualize volumetric data generated from numerical simulations of partial differential equations. The mesh is represented by a graph data structure. Moreover, the Autonomous Leaves Graph is extended to the three-dimensional case. This scheme intends to achieve better transversal cost than a treeli...
Conference Paper
Full-text available
Realism is thriving today in many types of media, particularly in video games, where the polygon count continues growing up. However, this realism pushes up the necessity of a real behavior of the virtual actors, in order to follow the credibility of the characters. We present an approach for crowd simulation that works adaptively to situations tha...
Article
Full-text available
This paper describes the adaptation and optimization of two edge detector algorithms used as low-level operations in the development of augmented reality applications for the iPhone 3GS platform. We have investigated the Sobel and Canny edge detectors and proposed robust solutions for the edge detection problem that can be efficiently used in low p...
Article
Full-text available
Nowadays, multithread hardware architectures like multi-core CPUs and GPUs found on PCs and game consoles (as Microsoft Xbox 360 and Sony Playstation 3) are a trend. Hence, real-time simulation and visualization systems, such as scientific visualization, games and virtual reality environments, will not get the best performance on such architectures...
Article
Full-text available
This paper proposes a new method to deal with the problem of automatic human skin segmentation on RGB color space model. The problem is modeled as a min-cut problem on a graph whose vertices represent the image colour characteristics and the edges represent the costs of labeling the vertices as skin or non-skin, based on an energy function defined...
Article
Most game engines are based on inheritance of game objects and/or componentization of behaviors. While this approach enables clear visualization of the system architecture, good code reuse, and fast prototyping, it brings some issues, mostly related to the high dependency between game objects/components instances. This dependency often leads to sta...
Article
Full-text available
Computing and presenting emergent crowd simulations in real time is a computationally intensive task. This intensity is mostly due to the complexity of the traversal algorithm needed for the interactions of all elements against each other on the basis of a proximity query. By using special data structures such as grids, and due to the parallel natu...
Article
Full-text available
This article presents a new architecture to implement all game loop models for games and real-time applications that use the GPU as a mathematics and physics coprocessor, working in parallel processing mode with the CPU. The presented model applies automatic task distribution concepts. The architecture can apply a set of heuristics defined in Lua s...
Poster
Full-text available
Computer games are becoming an important resource for many educational purposes. The increase of computational power and new paradigms of engine architectures not only reinforce this, but also make available new approaches to real time applications. It is also well known that interactive environments are strong mech-anisms for a more efficient cont...
Conference Paper
Full-text available
With the advent of “Pocket Projectors” - projectors based on LED [Rojas 2004], OLED [Miller 2009] or laser light emission [Captain 2008], with sizes similar to smartphones and the emergence of mobile phones capable of video projection, the "projector phones" [Ricker 2008], a new interface and a new way to play games became possible. By means of com...
Article
Full-text available
Storytelling is an important feature in games and also other types of (semi) automated entertainment systems such as machinima and digital-TV. The majority of the current research in storytelling use precedence-based directed acyclic graphs, or even linear sequences, to model the ordering of events in a story. This approach makes it easier to plan,...
Conference Paper
In this work we propose a real time 2D parallel feature-based for image morphing and warping algorithm fully implemented in GPU (Graphics Processing Units). We applied the proposed algorithm to animate the appearance of a 3D character's face by morphing its texture map. We compared the performance of the proposed algorithm with the sequential versi...
Article
Full-text available
Simulation and visualization of emergent crowd in real-time is a computationally intensive task. This intensity mostly comes from the O(n 2) complexity of the traversal algorithm, necessary for the proximity queries of all pair of entities in order to compute the rel-evant mutual interactions. Previous works reduced this complexity by considerably...
Article
Full-text available
Nowadays, multithread architectures for PCs (multi-core CPUs and GPUs), and game consoles (as Microsoft Xbox360 and Sony Playstation 3) is a trend. Hence, single thread games loops will not get the best performance on such architectures. For this reason, multithread game loops that take advantage of such architectures are gaining importance. There...