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About

About

Graduated in Systems and Informatics Engineering at Minho University in 1998. During his PhD he researched in the area of 3D reconstruction from Images divided between Philips Research, Eindhoven, and Minho University, until he concluded in 2006.

He worked in the industry in the field of interactive systems, until he joined FEUP as Invited Assistant Professor in 2009, in the Department of Informatics Engineering (FEUP), to teach and research in the areas of Computer Graphics, Interaction and Game design and development.

He is a collaborator at INESC TEC/INESC Porto since 2011. Currently he is also the director of the Multimedia Masters of University of Porto, and responsible by the Graphics, Interaction and Gaming (GIG) Lab at DEI/FEUP.

Interest
Topics
Details

Details

  • Name

    Rui Pedro Rodrigues
  • Cluster

    Computer Science
  • Role

    Senior Researcher
  • Since

    01st November 2011
008
Publications

2021

Immersive Multimodal and Procedurally-Assisted Creation of VR Environments

Authors
Ferreira, J; Mendes, D; Nobrega, R; Rodrigues, R;

Publication
2021 IEEE CONFERENCE ON VIRTUAL REALITY AND 3D USER INTERFACES ABSTRACTS AND WORKSHOPS (VRW 2021)

Abstract

2021

Computer Graphics teaching challenges: Guidelines for balancing depth, complexity and mentoring in a confinement context

Authors
Rodrigues, R; Matos, T; de Carvalho, AV; Barbosa, JG; Assaf, R; Nóbrega, R; Coelho, A; de Sousa, AA;

Publication
Graph. Vis. Comput.

Abstract

2021

Immersive Adventure Games Development using 360-degree video

Authors
Pinho, F; Nóbrega, R; Rodrigues, R;

Publication
International Conference on Graphics and Interaction, ICGI 2021, Porto, Portugal, November 4-5, 2021

Abstract

2021

Point Cloud Interaction and Manipulation in Virtual Reality

Authors
Garrido, D; Rodrigues, R; de Sousa, AA; Jacob, J; Silva, DC;

Publication
AIVR 2021: The 5th International Conference on Artificial Intelligence and Virtual Reality, Kumamoto, Japan, July 23 - 25, 2021

Abstract
The use of virtual reality technologies for data visualization and analysis has been an emerging topic of research in the past years. However, one type of data has been left neglected, the point cloud. While some strides have been made in the visualization and analysis of point clouds in immersive environments, these have yet to be used for direct manipulation interactions. It is hypothesized that as with other types of data, bringing direct interactions and 3D visualization to point clouds may increase the ease of performing basic handling tasks. An immersive application for virtual reality HMDs was developed in Unity to help research this hypothesis. It is capable of parsing classified point cloud files with extracted objects and representing them in a virtual environment. Several editing tools were also developed, designed with the HMD controllers in mind. The end result allows the user to perform basic transformative tasks to the point cloud with an ease of use and intuitive feeling unmatched by the traditional desktop-based tools. © 2021 Owner/Author.

2021

Recreating a TransMedia Architectural Location In-Game via Modular Environment Assets

Authors
Statham, N; Jacob, J; Fridenfalk, M; Rodrigues, R;

Publication
Entertainment Computing - ICEC 2021 - 20th IFIP TC 14 International Conference, ICEC 2021, Coimbra, Portugal, November 2-5, 2021, Proceedings

Abstract
Existing architectural locations are often recreated in games using unique “hero” meshes instead of modular assets, which in these cases are commonly perceived as too limited or inaccurate. This applies to real-world locations or, as in this case study, transmedia locations. This study proposes that hero meshes are not always necessary and that modular assets have the potential to recreate even complex architecture. The paper presents a set of development steps for modular assets for game environment art according to a game design lifecycle, and proceeds to demonstrate its potential via a case study. The case study focuses on planning and designing steps; these preliminary results indicate that, when well-designed, modular assets have the potential to recreate complex architectural locations without requiring extensive use of hero meshes. Adopting modular assets instead of hero meshes could potentially reduce the cost and development time of environment art for transmedia games and games featuring real-world architectural locations, as well as increase the reusability of such assets. © 2021, IFIP International Federation for Information Processing.

Supervised
thesis

2021

Injector de faltas para teste de aplicações

Author
Miguel André Queirós Coelho da Silva

Institution
UP-FCUP

2021

Identification of clients affected by a canceled journey on metro network in Porto

Author
Miguel Antunes Pereira

Institution
UP-FEP

2021

Natural Language Inference using Relational Commonsense Knowledge

Author
Daniel Alexandre Bouçanova Loureiro

Institution
UP-FCUP

2021

Immersive editing of 360º experiences

Author
André Filipe Pinto Esteves

Institution
UP-FEUP

2021

Exascale computing with custom Linear Mixed Model kernels and GPU accelerators for Genomic Wide Association Studies and personalized medicine

Author
Christopher David Harrison

Institution
UP-FCUP