Percorrer por autor "Belo, Orlando"
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- Path planning for complex 3D multilevel environmentsPublication . Deusdado, Leonel; Fernandes, António Ramires; Belo, OrlandoThe continuous development of graphics hardware is contributing to the creation of 3D virtual worlds with high level of detail, from models of large urban areas, to complete infrastructures, such as residential buildings, stadiums, industrial settings or archaeological sites, to name just a few. Adding virtual humans or avatars adds an extra touch to the visualization providing an enhanced perception of the spaces, namely adding a sense of scale, and enabling simulations of crowds. Path planning for crowds in a meaningful way is still an open research field, particularly when it involves an unknown polygonal 3D world. Extracting the potential paths for navigation in a non automated fashion is no longer a feasible option due to the dimension and complexity of the virtual environments available nowadays. This implies that we must be able to automatically extract information from the geometry of the unknown virtual world to define potential paths, determine accessibilities, and prepare a navigation structure for real time path planning and path finding. A new image based method is proposed that deals with arbitrarily a priori unknown complex virtual worlds, namely those consisting of multilevel passages (e.g. over and below a bridge). The algorithm is capable of extracting all the information required for the actual navigation of avatars, creating a hierarchical data structure to help both high level path planning and low level path finding decisions. The algorithm is image based, hence it is tessellation independent, i.e. the algorithm does not rely on the underlying polygonal structure of the 3D world. Therefore, the number of polygons does not have a significant impact on the performance, and the topology has no weight on the results.
- Pedestrians behavior simulation in real 3D environmentsPublication . Deusdado, Leonel; Belo, Orlando; Fernandes, António RamiresMassive virtual models are one of the most computer graphics pieces required on the Internet especially the ones that simulate three-dimensional urban scenarios. Additionally, the integration of “artificial life” components in these environments, demanding for a virtualization of life involving the static geometry, pioneer in computer games research. This clearly reveals a growing interest for various kinds of analysis in several areas of activity. In this scenario “virtual public facilities” had captured a lot of attention and research efforts when used to simulate and act without certain human constraints that we can find easily in real world. Integrating both Artificial Intelligence (AI) and Computer Graphics (CG) models and strategies it is possible to create effective virtual environments where agents are able to interact with each other and, naturally, with the environment where they are located. This paper presents an integrated model to support agents’ behavior when integrated in a three dimensional urban scenario, describing its basic characteristics and presenting some simulation tests using a great number of agents at different abstraction layers.
- Simulação comportamental de pedestres em ambientes 3D desconhecidosPublication . Deusdado, Leonel; Belo, Orlando; Fernandes, António RamiresA disponibilização massiva de modelos virtuais na Internet, representativos da construção de cenários urbanos tridimensionais é, actualmente, uma das tarefas mais requisitadas no domínio da computação gráfica. Tende-se, agora, a evoluir para a inclusão de “vida artificial” nesses ambientes, demandando uma virtualização da “vida” envolvendo a geometria estática, pioneira nos jogos de computador. Esta tendência representa claramente um interesse crescente para vários tipos de análise, em diversas áreas de actividade, nomeadamente, em representações ditas públicas de uma sociedade virtual capaz de simular e actuar com ou sem determinados constrangimentos humanos que operam no mundo real. Nasce assim a possibilidade da interacção comportamental dos agentes aí inseridos com o ambiente envolvente, onde em ambos se projectam desenvolvimentos recorrendo à abordagem integrada de técnicas de sistemas inteligentes e especificações na área da Inteligência Artificial (IA) e Computação Gráfica (CG). Neste artigo apresentamos um modelo integrado de desenvolvimento nestas vertentes.
