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Márcio C. F. Macedo

dblp:156/1190 · also Márcio Cerqueira de Farias Macedo · DBLP profile ↗
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8ranked-venue papers
7as first author
1since 2021 · last 2023
0000-0003-2729-7193ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 8 · 7 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 4 · 3 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
2 papers
Virtual and augmented reality · 40% Image and video processing · 36% Geometric modeling and processing · 24%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
GPUs and heterogeneous computing · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.712023
Occlusion Handling in Augmented Reality: Past, Present and Future · IEEE Trans. Vis. Comput. Graph. 2023
Image and video processing
occlusion handling
0.712023
Occlusion Handling in Augmented Reality: Past, Present and Future · IEEE Trans. Vis. Comput. Graph. 2023
Geometric modeling and processing › shape registration
non-rigid surface registration
0.212015
A GPU-based adaptive algorithm for non-rigid surface registration · VR 2015
Geometric modeling and processing › shape registration
surface registration
0.212015
A GPU-based adaptive algorithm for non-rigid surface registration · VR 2015
Virtual and augmented reality › augmented reality
markerless augmented reality
0.112015
A GPU-based adaptive algorithm for non-rigid surface registration · VR 2015
GPUs and heterogeneous computing › GPU computing
GPU algorithms
0.112015
A GPU-based adaptive algorithm for non-rigid surface registration · VR 2015

Methods — techniques the papers use, named apart from their topics

survey · 0.7adaptive algorithm · 0.4GPU parallelism · 0.4
YearPublicationVenuePosition
2023 Occlusion Handling in Augmented Reality: Past, Present and Future
abstract
One of the main goals of many augmented reality applications is to provide a seamless integration of a real scene with additional virtual data. To fully achieve that goal, such applications must typically provide high-quality real-world tracking, support real-time performance and handle the mutual occlusion problem, estimating the position of the virtual data into the real scene and rendering the virtual content accordingly. In this survey, we focus on the occlusion handling problem in augmented reality applications and provide a detailed review of 161 articles published in this field between January 1992 and August 2020. To do so, we present a historical overview of the most common strategies employed to determine the depth order between real and virtual objects, to visualize hidden objects in a real scene, and to build occlusion-capable visual displays. Moreover, we look at the state-of-the-art techniques, highlight the recent research trends, discuss the current open problems of occlusion handling in augmented reality, and suggest future directions for research.
Márcio C. F. Macedo, Antônio L. Apolinário Jr.
IEEE Trans. Vis. Comput. Graph.1
2020 Revectorization-Based Soft Shadow Mapping
abstract
Abstract In this paper, we present revectorization‐based soft shadow mapping, an algorithm that enables the rendering of visually plausible anti‐aliased soft shadows in real time. In revectorization‐based shadow mapping, shadow silhouettes are anti‐aliased and filtered on the basis of a discontinuity space. By replacing the filtering step of the theoretical framework of the percentage‐closer soft shadow algorithm by a revectorization‐based filtering algorithm, we are able to provide anti‐aliasing mainly for near contact shadows or small penumbra sizes generated from low‐resolution shadow maps. Moreover, we present a screen‐space variant of our technique that generates visually plausible soft shadows with an overhead of only in processing time, when compared to the fastest soft shadow algorithms proposed in the literature, but that introduces shadow overestimation artefacts in the final rendering.
Márcio C. F. Macedo, Antônio L. Apolinário Jr., Karl Apaza-Agüero
Comput. Graph. Forum1
2018 Improved anti-aliasing for Euclidean distance transform shadow mapping
Márcio C. F. Macedo, Antônio L. Apolinário Jr.
Comput. Graph.1
2017 Euclidean Distance Transform Shadow Mapping
Márcio C. F. Macedo, Antônio L. Apolinário Jr.
Graphics Interface1
2017 Revectorization-Based Accurate Soft Shadow using Adaptive Area Light Source Sampling
Márcio C. F. Macedo, Antônio L. Apolinário Jr.
Graphics Interface1
2016 Revectorization-Based Shadow Mapping
Márcio C. F. Macedo, Antônio L. Apolinário Jr.
Graphics Interface1
2015 A GPU-based adaptive algorithm for non-rigid surface registration
abstract
Non-rigid surface registration is fundamental when accurate tracking or reconstruction of 3D deformable shapes is desirable. However, the majority of non-rigid registration methods are not as fast as the ones developed in the field of rigid registration. Fast methods for non-rigid surface registration are particularly interesting for markerless augmented reality applications, in which the object being used as marker can support non-rigid user interaction. In this paper, we present an adaptive algorithm for non-rigid surface registration. Taking advantage from this adaptivity and the parallelism of the GPU, we show that the proposed algorithm is capable to achieve near real-time performance with an approach as accurate as the ones proposed in the literature.
Antonio Carlos dos Santos Souza, Márcio C. F. Macedo, Antônio L. Apolinário Jr.
VR2
2015 Focus plus context visualization based on volume clipping for markerless on-patient medical data visualization
Márcio C. F. Macedo, Antônio L. Apolinário Jr.
Comput. Graph.1