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Publicações

Publicações por Miguel Leitão

2000

Graphical control of autonomous, virtual vehicles

Autores
Leitao, JM; Sousa, AA; Ferreira, FN;

Publicação
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.

1999

An image generation sub-system for a realistic driving simulator

Autores
Leitao, JM; Sousa, AA; Ferreira, FN;

Publicação
INTERNATIONAL CONFERENCE ON IMAGING SCIENCE, SYSTEMS, AND TECHNOLOGY, PROCEEDINGS

Abstract
This paper presents a description of the image generation sub-system developed to allow the presentation of realistic visual feedback in interactive visual simulation with large scene databases. The developed image generator applies all the standard state-of-art image generation algorithms aimed to real-time interactive simulation. Some of these important algorithms are also explained in this document. I addition, some innovative optimization techniques like the hierarchical back face rejection of objects, the visibility preprocessing and the automatic optimization of levels-of-detail are being developed and detailed in this paper. These techniques will allow a better use of any image generation system and improve significantly the visualization of huge scene databases even in high-end graphics architectures.

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