Antônio L. Apolinário

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The past two decades showed a rapid growing of physically-based modeling of fluids for computer graphics applications. In this area, a common top down approach is to model the fluid dynamics by Navier-Stokes equations and apply a numerical techniques such as Finite Differences or Finite Elements for the simulation. In this paper we focus on fluid modeling(More)
Feature modeling is a key technique for capturing and explicit documenting the software product line variability. Object Oriented (00) concepts have been frequently used to encapsulate and reuse software resources in large scale systems. To improve the possibilities of combination and derivation between distinct feature models, this paper defines the Object(More)
Digital games can be considered as an important software development area in our society. This paper proposes the Object Oriented Feature Modeling (OOFM) usage in the digital game domain. It aims to represent and manipulate distinct game features, defined by NESI and GDS models, in a parameterized and hierarchical way. As a result, a Feature-based(More)
To improve the human perception of an augmented reality scene, its virtual and real entities can be rendered according to the focus+context visualization. This paradigm is specially important in the field of on-patient medical data visualization, as it provides insight to the physicians about the spatial relations between the patient’s anatomy (focus(More)
In this paper we present an extension to the KinectFusion algorithm that allows a robust real-time face tracking. This is achieved altering the original algorithm such that when the tracking algorithm fails, it uses a head pose estimation to give an initial guess to the Iterative Closest Point (ICP) algorithm. We show that this approach can handle more face(More)
In this paper we present a markerless augmented reality (MAR) approach based on real-time 3D reconstruction using a low-cost depth camera, the Kinect. We intend to use this MAR approach for 3D medical visualization. In the actual state of developing, our approach is based on the KinectFusion algorithm with some minor adaptations, as long as our goal is not(More)
Nowadays, due to the great distance between design and implementation worlds, different skills are necessary to create a game system. To solve this problem, a lot of strategies for game development, trying to increase the abstraction level necessary for the game production, were proposed. In this way, a lot of game engines, game frameworks and others, in(More)
In general, augmented reality (AR) applications use polygonal models to augment a real scene. However, most of the medical applications have volumetric data to be visualized. Therefore, it is desirable to the medical AR systems to provide the visualization of these volumes into the real scene in real-time. In this paper we introduce a real-time(More)
Real-time rendering of high-quality, anti-aliased shadows is a challenging problem in shadow mapping. Filtering the shadow map reduces aliasing, but artifacts are still visible for low-resolution shadow maps or small kernel sizes. Moreover, the existing techniques suffer from light leaking artifacts. Shadow silhouette recovery reduces perspective aliasing(More)
Augmented Reality (AR) techniques can be applied in medicine to help physicians in diagnosis, treatment planning, surgery simulation, among others. In craniofacial treatments, it can also be used to support prediction in patient’s own body. In this context, AR applications should fill more requirements than usual, like markerless support, tracking(More)