2006
Authors
Moreira, PM; Reis, LP; De Sousa, AA;
Publication
International Journal of Simulation Modelling
Abstract
In this paper we address the problem of automatically computing a set of views over a simulated three dimensional environment. The viewing system aims at, for each moment, supplying the user with the most pertinent information in order to allow a good understanding of the evolving environment. Our approach relies on an innovative optimization architecture that enables intelligent optimization techniques based on simulated annealing and genetic algorithms. Reported experiments were performed in urban rescue scenarios from the RoboCup Rescue Domain. We outline the possible extension of the proposed architecture to other visualization problems and argue on how several problems within the fields of Visualization and Rendering can benefit from it.
2012
Authors
Miranda, JC; Alvarez, X; Soleno, J; Sousa, AA; Fernandez, I; Orvalho, V;
Publication
Proceedings, SAP 2012 - ACM Symposium on Applied Perception
Abstract
2012
Authors
Miranda, JC; Alvarez, X; Orvalho, J; Gutierrez, D; Augusto Sousa, AA; Orvalho, V;
Publication
COMPUTERS & GRAPHICS-UK
Abstract
One of the most challenging tasks for an animator is to quickly create convincing facial expressions. Finding an effective control interface to manipulate facial geometry has traditionally required experienced users (usually technical directors), who create and place the necessary animation controls. Here we present our sketching interface control system, designed to reduce the time and effort necessary to create facial animations. Inspired in the way artists draw, where simple strokes define the shape of an object, our approach allows the user to sketch such strokes either directly on the 3D mesh or on two different types of canvas: a 2D fixed canvas or more flexible 2.5D dynamic screen-aligned billboards. In all cases, the strokes do not control the geometry of the face, but the underlying animation rig instead, allowing direct manipulation of the rig elements. Additionally, we show how the strokes can be easily reused in different characters, allowing retargeting of poses on several models. We illustrate our interactive approach using varied facial models of different styles showing that first time users typically create appealing 3D poses and animations in just a few minutes. We also present in this article the results of a user study. We deploy our method in an application for an artistic purpose. Our system has also been used in a pioneer serious game context, where the goal was to teach people with Autism Spectrum Disorders (ASD) to recognize facial emotions, using real time synthesis and automatic facial expression analysis.
1995
Authors
Sousa, AA; Ferreira, FN;
Publication
COMPUTING SYSTEMS IN ENGINEERING
Abstract
In a distributed memory MIMD parallel machine, the efficient communication between processes/processors, through messages, is an important task to be handled by the programmer. Because the number of inter-processor connections is limited, the communication between any two processors is made by passing the messages through several other processors and then, a problem of messages routing appears. For dedicated systems, special architectures can be defined simplifying the problem but, if an environment constituting a basis for general applications development is desired, the problem is more serious due to the deadlock possibility. A general router, able to avoid the problem, becomes then a very important tool for software development in parallel architectures. We have been defining a development platform, based on a network of Transputers and written in OCCAM, for image synthesis applications. This paper reports our efforts in writing different versions of routers, based on two different strategies, and justifies the choice of an efficient one to integrate in the platform.
2000
Authors
Leitao, JM; Sousa, AA; Ferreira, FN;
Publication
2000 IEEE 51ST VEHICULAR TECHNOLOGY CONFERENCE, PROCEEDINGS, VOLS 1-3
Abstract
This paper presents some of the developments we made with the goal of allowing a friendly control and simulation of a large number of autonomous agents based in behavior in interactive real-time systems. Our work has been specially oriented to the simulation and control of autonomous vehicles and pedestrians in the preparation of scenarios to driving simulation experiments in the DriS simulator. Because every element is intrinsically autonomous, only a few of them are usually addressed to implement the desired study event. Also, because our model is autonomous and controllable, we can use the same model in the implementation of both environment traffic and controlled vehicles. Our scripting language is based in Grafcet, a well known graphical language used in the specification and programming of industrial controllers. Our technique allows the imposition of both short time orders and long time goals to each autonomous element. Orders can be triggered reactively using sensors that monitor the state of virtual traffic and configurable timers that generate all the necessary Fixed and variable time events.
2005
Authors
Comba, J; Navazo, I; de Sousa, AA;
Publication
COMPUTERS & GRAPHICS-UK
Abstract
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