Papers by Gonçalo N . Paiva Amador
In this paper we propose a Web 3D graphics library, called Glypher3D, entirely written in Javascr... more In this paper we propose a Web 3D graphics library, called Glypher3D, entirely written in Javascript that allows for the development of 3D contents, directly in the browser. We use HTML 5 canvas element together with 3D graphics algorithms (e.g. back-face culling) encoded in Javascript. Usually, the canvas element is used to draw graphics in a 2D context, so we
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AbstractFluid simulation has been an active research field in computer graphics for the last 30 ... more AbstractFluid simulation has been an active research field in computer graphics for the last 30 years. Stam's stable fluids method, among others, is used for solving the equations that govern fluids (ie Navier-Stokes equations). An implementation of stable fluids in 3D using NVIDIA ...
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2010 International Conference on Information Science and Applications, ICISA 2010, 2010
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Proceedings of the 2011 5th FTRA International Conference on Multimedia and Ubiquitous Engineering, MUE 2011, 2011
Ubiquitous computing, as an concept, can be traced bac* to Weiser's articles [1, 2]. Multi-t... more Ubiquitous computing, as an concept, can be traced bac* to Weiser's articles [1, 2]. Multi-touch (ie, multi-touch--screen and/or multi-user) devices are an even older research area, with scientific publications that can be traced bac* to 1985 [3]. Multi-touch devices are one ...
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Human-Computer Interaction: Interaction Technologies, 2015
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Retrieved from http://www. av. it. pt/ …, 2009
Grids are collections of heterogeneous computation and storage resources scattered along distinct... more Grids are collections of heterogeneous computation and storage resources scattered along distinct network domains. Grids provide tools that allow to users to find, allocate and use available resources [1,2]. In order to control and manage the various resources that grids can offer, various ...
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Human-Computer Interaction: Interaction Technologies, 2015
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AbstractFluid simulation has been an active research field in computer graphics for the last 30 ... more AbstractFluid simulation has been an active research field in computer graphics for the last 30 years. Stam's stable fluids method, among others, is used for solving the equations that govern fluids (ie Navier-Stokes equations). An implementation of stable fluids in 3D using NVIDIA ...
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ABSTRACT Navier-Stokes-based methods have been used in computer graphics to simulate liquids, esp... more ABSTRACT Navier-Stokes-based methods have been used in computer graphics to simulate liquids, especially water. These physically based methods are computationally intensive, and require rendering the water surface at each step of the simulation process. The rendering of water surfaces requires knowing which 3D grid cells are crossed by the water's surface, that is, tracking the surface across the cells is necessary. Solutions to water surface tracking and rendering problems exist in literature, but they are either too computationally intensive to be appropriate for real-time scenarios, as is the case of deformable implicit surfaces and ray-tracing, or too application-specific, as is the case of height-fields to simulate and render water mantles e.g., lakes and oceans. This paper proposes a novel solution to water surface tracking that does not compromise the overall simulation performance. This approach differs from previous solutions in that it directly classifies and annotates the density of each 3D grid cell as either water, air, or water-air i.e., water surface, opening the opportunity for easily reconstructing the water surface at an interactive frame rate.
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2010 International Conference on Information Science and Applications, ICISA 2010, 2010
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In the last decade, several higher education institutions began to provide courses and/or degrees... more In the last decade, several higher education institutions began to provide courses and/or degrees in games content creation, games design, and games development, largely because of the astonishing growth of games as one of the most powerful industries worldwide. This paper presents the course entitled “Video Games Technologies”, including its history, goals and methodology, as part of a MSc degree in Computer Science and Engineering. The focus is on the technologies, techniques, algorithms, data structures, and mathematics behind the design and development of game engines, instead of games themselves.
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In this paper we propose a Web 3D graphics library, called Glypher3D, entirely written in Javascr... more In this paper we propose a Web 3D graphics library, called Glypher3D, entirely written in Javascript that allows for the development of 3D contents, directly in the browser. We use HTML 5 canvas element together with 3D graphics algorithms (e.g. back-face culling) encoded in Javascript. Usually, the canvas element is used to draw graphics in a 2D context, so we
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articles by Gonçalo N . Paiva Amador
We propose a new pathfinding technique called xTrek that combines conventional pathfinding and in... more We propose a new pathfinding technique called xTrek that combines conventional pathfinding and influence fields; that is, we are introducing a new influence-sensitive pathfinder or influence-aware pathfinder. The leading idea of influence-aware pathfinding is to avoid unwanted regions and/or converge to desired regions of the search space during the path search. As shown throughout the paper, this region avoidance/convergence is more striking using our technique than in other field-aware pathfinders as, for example, risk-adverse pathfinders and constraint-aware navigation pathfinders. Furthermore, our technique constrains the search space even more than such state-of-the-art influence-aware pathfinders, aiming to reduce the memory space consumption, to speed up pathfinding computations, and at the same time to have better control on the paths to be discovered.
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IEEE Transactions on Games, 2019
This paper combines pathfinding and influence fields (or influence maps) in a way that the influe... more This paper combines pathfinding and influence fields (or influence maps) in a way that the influence costs replace the traditional distance costs. By placing repulsors and attractors in the game world, we are mixing their influence fields into an overall game influence field, which determines the influence costs in finding a path between a start and a goal node. For that purpose, we introduce an automated method to place such attractors and repulsors, which builds upon the concept of thinning graph (and its dual). This thinning graph is a sort of medial axis of the set of passable tiles of the game map. As a result, we obtain bounded-search pathfinders that avoid obstacles (repulsors) and follows check points (attractors) in an intuitive manner. Moreover, the well-known problem underlying the influence fields, called local extremum trap (i.e., an agent may enter into a place from where there is no escape away), is solved in an elegant way. Also, our influence-driven bounded-search pathfinders are comparable to other influence-based pathfinders in terms of memory expenditure and time performance.
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inproceedings by Gonçalo N . Paiva Amador
Re-engineering Jake2 (Quake2 port to Java) to work on a grid is not a trivial task. For that purp... more Re-engineering Jake2 (Quake2 port to Java) to work on a grid is not a trivial task. For that purpose, we had to migrate a networking client-server model to a grid-based model. Networking games is an area where considerable computational gains might be obtained using this migration, in particular management and optimization of resources (i.e. processor and memory usage).
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Proceedings of the 2011 5th FTRA International Conference on Multimedia and Ubiquitous Engineering, MUE 2011, 2011
In this paper, we present Touch All, an high-level API (Application Programming Interface) for Fl... more In this paper, we present Touch All, an high-level API (Application Programming Interface) for Flash Action Script 3.0, that supports all-in-one multi-touch, gestures, and fiducials, either through UDP, TCP, or Local Connection. Touch All API was built entirely on Flash Develop on top of the TUIO AS3 library, and Adobe's Flex and Air SDKs (Software Development Kits). Also, in this paper, using the Touch All API, we address the development of an application, intended to support multi-touch, gestures, and fiducials, either through UDP, TCP, or Local Connection.
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Most game engines are developed by and to the game industry. They are normally monolithic, i.e., ... more Most game engines are developed by and to the game industry. They are normally monolithic, i.e., typically grown out of a specific game, tendentiously gender specific, whose components (e.g., physics sub-engine) cannot be considered as separate modules, i.e., their functionalities are not clearly separated from each other. Consequently, there is a lack of modular, well documented, open source frameworks for games. In this paper, we present JOT, a minimal, modular game engine for Massively Multi-player Online Games (MMOGs); recall that 'jot' means minimal thing.
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Papers by Gonçalo N . Paiva Amador
articles by Gonçalo N . Paiva Amador
inproceedings by Gonçalo N . Paiva Amador