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Publicações

Publicações por Augusto Sousa

1996

Ray-Tracing for Stereoscopic Images

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

Publicação
Beiträge zur Graphischen Datenverarbeitung - Modelling and Graphics in Science and Technology

Abstract

1990

3D GRAPHICS DEVELOPMENTS AND RESEARCH AT INESC NORTE

Autores
FERREIRA, FN; COSTA, AC; SOUSA, AA; BRANCO, VA;

Publicação
COMPUTERS & GRAPHICS

Abstract
In this paper the work of the Computer Graphics & CAD group at INESC.Norte, in Solid Modelling, Surface Generation, Visibility and other 3D areas, is described. This group has created a working environment, based on a 3D kernel developed at INESC, which allowed the easy integration of other works, ranging from Solid Modelling to Surface Generation to Visibility, ect. The results achieved seem to be good enough to encourage to continue our effort, so that, in the near future, we can have a stronger and more flexible 3D kernel, good enough to be used in industrial developments and as a research starting point, for areas like Image Synthesis, 3D Graphics User Interfaces, and so on. © 1990.

2007

Best multiple-view selection: Application to the visualization of urban rescue simulations

Autores
Miguel Moreira, PM; Paulo Reis, LP; Augusto Sousa, AA;

Publicação
COMPUTATIONAL MODELLING OF OBJECTS REPRESENTED IN IMAGES: FUNDAMENTALS, METHODS AND APPLICATIONS

Abstract
In this paper we address the problem of automatically computing a set of views over a simulated three dimensional enviromnent. 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.

2006

Best multiple-view selection for the visualization of urban rescue simulations

Autores
Moreira, PM; Reis, LP; De Sousa, AA;

Publicação
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

Perceiving interactive sketching through facial expressions

Autores
Miranda, JC; Alvarez, X; Soleno, J; Sousa, AA; Fernandez, I; Orvalho, V;

Publicação
Proceedings, SAP 2012 - ACM Symposium on Applied Perception

Abstract

2012

Sketch express: A sketching interface for facial animation

Autores
Miranda, JC; Alvarez, X; Orvalho, J; Gutierrez, D; Augusto Sousa, AA; Orvalho, V;

Publicação
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.

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