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Sobre

Sobre

Licenciado em Engenharia de Sistemas e Informática pela Universidade do Minho em 1998. Desenvolveu o seu doutoramento na área de reconstrução 3D baseada em imagens no contexto dos laboratórios de investigação PHilips Research Labs (Eindhoven, Holanda) e a Universidade do Minho, tendo concluído em 2006.

Trabalhou na indústria na área dos sistemas interativos, até 2009, altura em que inciou atividade na FEUP, no Departamento de Engenharia Informática, primeiro como professor auxiliar convidado, e posteriormente como professor auxiliar. Desde essa altura desenvolve atividades de ensino e investigação nas áreas de computação gráfica, interação pessoa-computador e desenho e desenvolvimento de jogos digitais.

É colaborador do INESC TEC desde 2011. Atualmente é também o diretor do Mestrado em Multimédia da Universidade do Porto, e responsável pelo laboratório Graphics, Interaction and Gaming (GIG) do DEI/FEUP.

Tópicos
de interesse
Detalhes

Detalhes

  • Nome

    Rui Pedro Rodrigues
  • Cluster

    Informática
  • Cargo

    Investigador Sénior
  • Desde

    01 novembro 2011
008
Publicações

2021

Immersive Multimodal and Procedurally-Assisted Creation of VR Environments

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

Publicação
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

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

Publicação
Graph. Vis. Comput.

Abstract

2021

Immersive Adventure Games Development using 360-degree video

Autores
Pinho, F; Nóbrega, R; Rodrigues, R;

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

Abstract

2021

Point Cloud Interaction and Manipulation in Virtual Reality

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

Publicação
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

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

Publicação
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.

Teses
supervisionadas

2021

The Role of Business and Innovation Strategies in Company Competittive Performance in an Uncertain Context

Autor
Sofia Pinto Simões Figueira Canada

Instituição
UP-FEP

2021

Natural Language Inference using Relational Commonsense Knowledge

Autor
Daniel Alexandre Bouçanova Loureiro

Instituição
UP-FCUP

2021

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

Autor
Miguel Antunes Pereira

Instituição
UP-FEP

2021

Injector de faltas para teste de aplicações

Autor
Miguel André Queirós Coelho da Silva

Instituição
UP-FCUP

2021

Immersive editing of 360º experiences

Autor
André Filipe Pinto Esteves

Instituição
UP-FEUP