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Bruno Feijó: [Publications] [Author Rank by year] [Co-authors] [Prefers] [Cites] [Cited by]

Publications of Author

  1. Rogério Ferreira Rodrigues, Paula Salgado Lucena Rodrigues, Bruno Feijó, Luiz Velho, Luiz Fernando Gomes Soares
    Cross-Media and Elastic Time Adaptive Presentations: The Integration of a Talking Head Tool into a Hypermedia Formatter. [Citation Graph (0, 0)][DBLP]
    AH, 2004, pp:215-224 [Conf]
  2. Adriana Pereira de Medeiros, Daniel Schwabe, Bruno Feijó
    A Design Rationale Representation for Model-Based Designs in Software Engineering. [Citation Graph (0, 0)][DBLP]
    CAiSE Short Paper Proceedings, 2005, pp:- [Conf]
  3. Daniel Schwabe, Bruno Feijó, Werther G. Krause
    Intelligent Hypertext for Normative Knowledge in Engineering. [Citation Graph (0, 0)][DBLP]
    ECHT, 1990, pp:123-136 [Conf]
  4. Adriana Pereira de Medeiros, Daniel Schwabe, Bruno Feijó
    Kuaba Ontology: Design Rationale Representation and Reuse in Model-Based Designs. [Citation Graph (0, 0)][DBLP]
    ER, 2005, pp:241-255 [Conf]
  5. C. N. Vasconcelos, Bruno Feijó, Dilza Szwarcman, Mónica Costa
    Shot segmentation based on the encoder signature. [Citation Graph (0, 0)][DBLP]
    MMM, 2006, pp:- [Conf]
  6. Marcelo Dreux, Bruno Feijó, Esteban Walter Gonzalez Clua
    A Shading Model for Image-Based Rendering. [Citation Graph (0, 0)][DBLP]
    SIBGRAPI, 2001, pp:138-145 [Conf]
  7. Esteban Walter Gonzalez Clua, Bruno Feijó, Marcelo Dreux, Francisco Fonseca
    Software Shaders in Interactive Environments Using Relief Impostors. [Citation Graph (0, 0)][DBLP]
    SIBGRAPI, 2004, pp:284-291 [Conf]
  8. Dilza Szwarcman, Bruno Feijó, Mónica Costa
    A Framework for Networked Reactive Character. [Citation Graph (0, 0)][DBLP]
    SIBGRAPI, 2000, pp:203-210 [Conf]
  9. Hedlena M. de A. Bezerra, Bruno Feijó, Luiz Velho
    An Image-Based Shading Pipeline for 2D Animation. [Citation Graph (0, 0)][DBLP]
    SIBGRAPI, 2005, pp:307-314 [Conf]
  10. Hedlena M. de A. Bezerra, Bruno Feijó, Luiz Velho
    A Computer-Assisted Colorization Algorithm based on Topological Difference. [Citation Graph (0, 0)][DBLP]
    SIBGRAPI, 2006, pp:71-77 [Conf]
  11. João Bento, Bruno Feijó
    An agent-based paradigm for building intelligent CAD systems. [Citation Graph (0, 0)][DBLP]
    AI in Engineering, 1997, v:11, n:3, pp:231-244 [Journal]
  12. Mónica Costa, Bruno Feijó
    Agents with emotions in behavioral animation. [Citation Graph (0, 0)][DBLP]
    Computers & Graphics, 1996, v:20, n:3, pp:377-384 [Journal]
  13. Dilza Szwarcman, Bruno Feijó, Mónica Costa
    Goal-oriented dead reckoning for autonomous characters. [Citation Graph (0, 0)][DBLP]
    Computers & Graphics, 2001, v:25, n:6, pp:999-1011 [Journal]
  14. André Luiz Battaiola, Rodrigo G. Domingues, Bruno Feijó, Dilza Szwarcman, Esteban Walter Gonzalez Clua, Lauro E. Kosovitz, Marcelo Dreux, Carlos A. Pessoa, Geber Ramalho
    Desenvolvimento de Jogos em Computadores e Celulares. [Citation Graph (0, 0)][DBLP]
    RITA, 2001, v:8, n:2, pp:7-46 [Journal]
  15. Angelo E. M. Ciarlini, Cesar Tadeu Pozzer, Antonio L. Furtado, Bruno Feijó
    A logic-based tool for interactive generation and dramatization of stories. [Citation Graph (0, 0)][DBLP]
    Advances in Computer Entertainment Technology, 2005, pp:133-140 [Conf]
  16. Börje Karlsson, Bruno Feijó
    AI middleware as means for improving gameplay. [Citation Graph (0, 0)][DBLP]
    Advances in Computer Entertainment Technology, 2005, pp:442-445 [Conf]

  17. Virtual cinematography director for interactive storytelling. [Citation Graph (, )][DBLP]

  18. An Object Model for Collaborative CAD Enviroments. [Citation Graph (, )][DBLP]

  19. Conciliating coherence and high responsiveness in interactive storytelling. [Citation Graph (, )][DBLP]

  20. Automatic Dynamic Task Distribution between CPU and GPU for Real-Time Systems. [Citation Graph (, )][DBLP]

  21. Planning and Interaction Levels for TV Storytelling. [Citation Graph (, )][DBLP]

  22. An exploratory study on non-visual mobile phone interfaces for games. [Citation Graph (, )][DBLP]

  23. Parallel culling and sorting based on adaptive static balancing. [Citation Graph (, )][DBLP]

  24. A game loop architecture for the GPU used as a math coprocessor in real-time applications. [Citation Graph (, )][DBLP]

  25. An adaptative game loop architecture with automatic distribution of tasks between CPU and GPU. [Citation Graph (, )][DBLP]

  26. A bidimensional data structure and spatial optimization for supermassive crowd simulation on GPU. [Citation Graph (, )][DBLP]

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