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João Marcelo X. N. Teixeira

dblp:26/3497 · also João Marcelo Xavier Natario Teixeira, João Marcelo Xavier Natário Teixeira, João Teixeira 0001 · DBLP profile ↗
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13ranked-venue papers
0as first author
2since 2021 · last 2025
0000-0001-7180-512XORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 7 · 1 since 2021Human-computer interaction and ubiquitous computing · 4 · 1 since 2021Artificial intelligence and machine learning · 1Applied, interdisciplinary, general and emerging computing · 1

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
3 papers
Virtual and augmented reality · 80% Rendering · 20%
Artificial intelligence
1 paper
3D vision · 50% Image recognition and object detection · 50%
Human-computer interaction and pervasive computing
3 papers
Usability and user experience research · 67% Personal fabrication and tangible interfaces · 33%

Topics — the 9 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.632014
AR jigsaw puzzle with RGB-D based detection of texture-less pieces · VR 2014
Device vs. user-perspective rendering in AR applications for monocular optical see-through head-mounted displays · ISMAR 2014
Device vs. user perspective rendering in google glass AR applications · ISMAR 2014
Virtual and augmented reality › immersive display
head-mounted display
0.422014
Device vs. user-perspective rendering in AR applications for monocular optical see-through head-mounted displays · ISMAR 2014
Device vs. user perspective rendering in google glass AR applications · ISMAR 2014
Virtual and augmented reality › augmented reality display
optical see-through display
0.422014
Device vs. user-perspective rendering in AR applications for monocular optical see-through head-mounted displays · ISMAR 2014
Device vs. user perspective rendering in google glass AR applications · ISMAR 2014
Rendering
rendering perspective
0.422014
Device vs. user-perspective rendering in AR applications for monocular optical see-through head-mounted displays · ISMAR 2014
Device vs. user perspective rendering in google glass AR applications · ISMAR 2014
Computer vision › 3D vision
pose estimation
0.212014
AR jigsaw puzzle with RGB-D based detection of texture-less pieces · VR 2014
Computer vision › Image recognition and object detection › object detection
texture-less object detection
0.212014
AR jigsaw puzzle with RGB-D based detection of texture-less pieces · VR 2014
Virtual and augmented reality › augmented reality
augmented reality applications
0.212014
AR jigsaw puzzle with RGB-D based detection of texture-less pieces · VR 2014
Usability and user experience research
user preference
0.122014
Device vs. user-perspective rendering in AR applications for monocular optical see-through head-mounted displays · ISMAR 2014
Device vs. user perspective rendering in google glass AR applications · ISMAR 2014
Personal fabrication and tangible interfaces
tangible interaction
0.112014
AR jigsaw puzzle with RGB-D based detection of texture-less pieces · VR 2014

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

depth-assisted rectification of contours · 0.6RGB-D camera · 0.6user study · 0.4demonstration · 0.4
YearPublicationVenuePosition
2025 What if We Could Trick Meta Quest 3 Hand Tracking System to Enable Low Limb Tracking with No Additional Sensors?
Gustavo Camargo Domingues, Leina Yoshida, Fabiana F. F. Peres, Claudio R. M. Mauricio, João Marcelo X. N. Teixeira
INTERACT (1)5
2021 Foreword to the Special Section on the Symposium on Virtual and Augmented Reality 2020 (SVR 2020)
Fátima L. S. Nunes, Indira Thouvenin, João Marcelo X. N. Teixeira, Pablo A. Figueroa
Comput. Graph.3
2020 Foreword to the Special Section on the Symposium on Virtual and Augmented Reality 2019 (SVR 2019)
André Hinkenjann, Christian Sandor, João Marcelo X. N. Teixeira, Rafael Rieder
Comput. Graph.3
2018 Ray Tracer based rendering solution for large scale fluid rendering
Caio José dos Santos Brito, André Luiz Buarque Vieira e Silva, João Marcelo X. N. Teixeira, Veronica Teichrieb
Comput. Graph.3
2018 A comparative evaluation of direct hand and wand interactions on consumer devices
Lucas Silva Figueiredo, Eduardo Rodrigues 0002, João Marcelo X. N. Teixeira, Veronica Teichrieb
Comput. Graph.3
2017 Markerless tracking system for augmented reality in the automotive industry
Joao Paulo Silva do Monte Lima, Rafael Alves Roberto, Francisco Simões, Mozart W. S. Almeida, Lucas Silva Figueiredo, João Marcelo X. N. Teixeira, Veronica Teichrieb
Expert Syst. Appl.6
2014 Device vs. user perspective rendering in google glass AR applications
abstract
According to Gartner's 2013 Hype Cycle for Emerging Technologies, Augmented Reality will reach its Plateu of Productivity before Wearable User Interfaces. In this work, device and user-perspective rendering are compared regarding their applicability to AR-based solutions for Google Glass. The conducted experiment measured and evaluated the advantages and drawbacks on each method and also got positive and negative feedbacks given by users. The tests showed that users preferred the device-perspective approach.
Joao Paulo Silva do Monte Lima, Rafael Alves Roberto, João Marcelo X. N. Teixeira, Veronica Teichrieb
ISMAR3
2014 Device vs. user-perspective rendering in AR applications for monocular optical see-through head-mounted displays
abstract
This demonstration allows visitors to use AR applications for monocular optical see-through head-mounted displays with two forms of visualization. One is the device-perspective approach, in which the user sees the virtual content registered with the camera image at the display. The other is the user-perspective method, in which the display is used as a de facto optical see-through device and the virtual content is registered with the real world.
Joao Paulo Silva do Monte Lima, Rafael Alves Roberto, João Marcelo X. N. Teixeira, Veronica Teichrieb
ISMAR3
2014 AR jigsaw puzzle with RGB-D based detection of texture-less pieces
abstract
This demo presents an AR application that helps the user to solve a jigsaw puzzle that consists of non-textured pieces with a discriminative shape. The pieces are detected, their poses are estimated and the ones that are correctly assembled are highlighted. In order to detect the pieces, the Depth-Assisted Rectification of Contours (DARC) method is used, which performs detection and pose estimation of texture-less planar objects using an RGB-D camera.
Joao Paulo Silva do Monte Lima, João Marcelo X. N. Teixeira, Veronica Teichrieb
VR2
2009 Massively Parallel Nearest Neighbor Queries for Dynamic Point Clouds on the GPU
abstract
We introduce a parallel algorithm to solve approximate and exact nearest neighbor queries on the GPU, exploiting its massively parallel processing power. Both data structure construction and nearest neighbor queries are performed on the GPU, avoiding memory copies from system memory to device memory. This algorithm achieves real-time performance, enabling its usage in dynamic scenarios, by minimizing the sorting comparisons needed for a large K value. The underlying data structure for spatial subdivision handles 3D points and is based on grid spatial hashing. Users can specify the grid size interactively. Comparisons were done with other nearest neighbor algorithms implemented on both CPU and GPU. Our approach clearly surpasses CPU implementations regarding processing time, while it presents a competitive solution to GPU ones. Real-time results were obtained with ANN searches (K = 10) for data sets up to 163K points and the potential of our algorithm is demonstrated through a point-based rendering application.
Pedro Jose Silva Leite, João Marcelo X. N. Teixeira, Thiago S. M. C. de Farias, Veronica Teichrieb, Judith Kelner
SBAC-PAD2
2009 kD-Tree Traversal Implementations for Ray Tracing on Massive Multiprocessors: A Comparative Study
abstract
Current GPU computational power enables the execution of complex and parallel algorithms, such as Ray Tracing techniques supported by kD-trees for 3D scene rendering in real time. This work describes in detail the study and implementation of five different kD-Tree traversal algorithms using the parallel framework NVIDIA Compute Unified Device Architecture (CUDA), in order to point their pros and cons regarding adaptation capability to the chosen architecture. In addition, a new algorithm is proposed by the authors based on this analysis, aiming performance improvement. A performance analysis of the implemented techniques demonstrates that two of these algorithms, once adequately adapted to CUDA architecture, are capable of reaching speedup gains up to 15x when compared to former CPU implementations and up to 4x in comparison to existing and optimized parallel ones. As a consequence, interactive frame rates are possible for scenes with 1376x768 pixels of resolution and 1 million primitives.
Artur L. dos Santos, João Marcelo X. N. Teixeira, Thiago S. M. C. de Farias, Veronica Teichrieb, Judith Kelner
SBAC-PAD2
2008 A High Performance Massively Parallel Approach for Real Time Deformable Body Physics Simulation
abstract
Single processor technology has been evolving across last decades, but due to physical limitations of chip manufacturing process, the industry is pursuing alternatives to sustain computational power growth,including the creation of multi-core systems. Parallel computing targets problems that are scalable and possibly distributed, dividing the problem into smaller pieces. This approach may be explored to satisfy real-time constraints required by real time physics simulation. This work introduces an optimal solution to implement accurate simulation of deformable bodies in real time. This is accomplished through the use of a meshless simulation technique, known as Point Based Animation, implemented using a parallel framework:the NVIDIA Compute Unified Device Architecture(CUDA). Our implementation showed significative improvements on performance in comparison to the former CPU one: impressive speedups around 20times could be achieved in the simulation of deformable bodies with 575 physical elements (phyxels) and53,504 surface elements (surfels).
Thiago S. M. C. de Farias, Mozart W. S. Almeida, João Marcelo X. N. Teixeira, Veronica Teichrieb, Judith Kelner
SBAC-PAD3
2007 OpenStereo
abstract
Recent years have promoted important evolution in remote sensing, specially taking into consideration quality improvements on satellites that are now capable of obtaining more detailed and accurate observation and producing stereoscopic views. Following market laws, once the level of detail increases the associated costs also rise. In order to take advantage of modest dataset acquisition costs the OpenStereo library (a free, open source, multiplatform, flexible and robust library for stereoscopy) is applied with the purpose of converting satellite images and similar types of geodata acquirers into stereoscopic views.
Severino Gomes Neto, Veronica Teichrieb, João Marcelo X. N. Teixeira, Judith Kelner
IGARSS3