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Publicações

Publicações por Augusto Sousa

2022

Influence of the underwater environment in the procedural generation of marine alga Asparagopsis Armata

Autores
Rodrigues, N; Sousa, AA; Rodrigues, R; Coelho, A;

Publicação
Computer Science Research Notes

Abstract
Content generation is a heavy task in virtual worlds design. Procedural content generation techniques aim to agile this process by automating the 3D modelling with some degree of parametrisation. The novelty of this work is the procedural generation of the marine alga (Asparagopsis armata), taking into consideration the underwater environmental factors. The depth and the occlusion were the two parameters in this study to simulate how the alga growth is influenced by the environment where the alga grows. Starting by building a prototype to explore different L-systems categories to model the alga, the stochastic L-systems with parametric features were selected to generate different alga plasticities. Qualitative methods were used to evaluate the designed grammar and alga's animation results by comparing videos and images of the Asparagopsis armata with the computer-generated versions. © 2022 University of West Bohemia. All rights reserved.

2023

Proceedings of the 18th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications, VISIGRAPP 2023, Volume 1: GRAPP, Lisbon, Portugal, February 19-21, 2023

Autores
de Sousa, AA; Rogers, TB; Bouatouch, K;

Publicação
VISIGRAPP (1: GRAPP)

Abstract

2023

Computer Vision, Imaging and Computer Graphics Theory and Applications - 16th International Joint Conference, VISIGRAPP 2021, Virtual Event, February 8-10, 2021, Revised Selected Papers

Autores
de Sousa, AA; Havran, V; Paljic, A; Peck, TC; Hurter, C; Purchase, HC; Farinella, GM; Radeva, P; Bouatouch, K;

Publicação
VISIGRAPP (Revised Selected Papers)

Abstract

2003

3D modelling of large urban scenes from diverse sources of information

Autores
Coelho, AF; Sousa, AA; Ferreira, FN;

Publicação
FROM INFORMATION TO KNOWLEDGE

Abstract
The complex and extensive nature of urban environments creates difficulties to the task of generating virtual models. Thus a great effort in terms of human resources, time and money is needed. Nevertheless a large number of professionals and institutions devout efforts to gather and analyse data from these urban environments. As data is usually stored in a digital format, it becomes a valuable asset to incorporate it in the modelling process of virtual environments. This paper presents a three-dimensional modelling system with interoperable access to data in diverse formats and digital support, drived by an L-system based modelling process that automatically generates initial solutions for virtual environments, which can be incrementally improved.

1999

Lighting design: A goal based approach using optimisation

Autores
Costa, AC; Sousa, AA; Ferreira, FN;

Publicação
RENDERING TECHNIQUES '99

Abstract
There is a need for reliable lighting design applications because available tools are limited and inappropriate for interactive or creative use. Architects and lighting designers need those applications to define, predict, test and validate lighting solutions for their problems. We present a new approach to the lighting design problem based on a methodology that includes the gelometry of the scene, the properties of materials and the design goals. It is possible to obtain luminaire characteristics or other kind of results that maximise the attainment of the design goals, which may include different types of constraints or objectives (lighting, geometrical or others). The main goal, in our approach, is to improve the lighting design cycle. In this work we discuss the use of optimisation in lighting design, describe the implementation of the methodology, present real-world based examples and analyse in detail some of the complex technical problems associated and speculate on how to overcome them.

1996

A Scalable Implementation of an Interactive Increasing Realism Ray-Tracing Algorithm

Autores
de Sousa, AA; Ferreira, FN;

Publicação
Vector and Parallel Processing - VECPAR'96, Second International Conference, Porto, Portugal, September 25-27, Selected Papers

Abstract
Ray-Tracing is a well known algorithm that simulates the reflection and refraction of light rays in the objects surfaces, beginning with rays sent from the view point. Each ray has to be tested against objects in the 3D scene and this is very time consuming. This paper describes one parallel solution. It is oriented to a general network, where each processor manages data and tasks and shares them with the others to optimise common resources utilisation. In this context, a Virtual Sharing Memory (VSM) is used and an efficient load balancing strategy can be implemented. With this approach, the amount of messages in the network tends to increase and strategies to reduce them are needed. Schemes to optimise remote accesses to data have been developed, namely a special type of multicast message addressing named InPathTo. © Springer-Verlag Berlin Heidelberg 1997.

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