In this paper, we present a mobile application that uses Augmented Reality and Google Street View to allow users experience real-time X-ray vision. The proposed application was designed to enhance previous Augmented Reality X-ray systems, by introducing a silhouette computation method to provide visual context from the occluder and a perspective estimation system that improves the projection of occluded images into the real scene.
This page contains information about some of the research I have developed in the last 5 years.
A Real-Time X-Ray Mobile Application using Augmented Reality and Google Street View[pdf]
Luís Fernando Maia (IFMA / UFC), Windson Viana (UFC), and Fernando Trinta (UFC).
In: Symposium on Virtual Reality Software and Technology, 2016.
A Weighted Delaunay Triangulation Framework for Merging Triangulations in a Connectivity Oblivious Fashion[pdf]
Luis F. M. S. Silva(UFRGS), Luiz F. Scheidegger(Facebook Inc.), Tiago Etiene(University of Utah), João L. D. Comba(UFRGS), Luis G. Nonato(USP-ICMC), and Cláudio T. Silva(Poly-NYU). In: Computer Graphics Forum, 2014.
In this work we propose a framework for updating simplicial meshes that undergo geometric and topological changes. We keep a collection of weights associated with mesh vertices, using a Weighted Delaunay Triangulation (WDT) to avoid explicitly maintaining connectivity information. These weights implicitly define mesh connectivity and allow direct merging of triangulations.
A Weighted Delaunay Triangulation Framework for Merging Triangulations in a Connectivity Oblivious Fashion from Luís Fernando Maia on Vimeo.
Connectivity Oblivious Merging of Triangulations[pdf]
Luis Fernando M. S. Silva(UFRGS), Luiz F. Scheidegger(UFRGS), Tiago Etiene(University of Utah),
João L. D. Comba(UFRGS), Luis G. Nonato(USP-ICMC), and Cláudio T. Silva(Poly-NYU). In: Sibgrapi, 2012.
Best Paper Award
Mesh update operations are often expensive and brittle, which tends to make the numerical simulations unstable. This work proposes an alternative technique for updating simplicial meshes that undergo geometric and topological changes. We exploit the property that a Weighted Delaunay Triangulation (WDT) can be used to implicitly define the connectivity of a mesh. Instead of explicitly maintaining connectivity information, we simply keep a collection of weights associated with each vertex. This approach allows for a simple way to merge triangulations, which we illustrate with examples in 2D and 3D.
Legolizer is a project for converting triangular meshes into LEGO® bricks through a voxel representation of boundary meshes. We presented a novel voxelization approach that uses points sampled from a surface model to define which cubes (voxels) and their associated colors will compose the model. All steps of the algorithm were implemented on the GPU and real-time performance was achieved with satisfactory volumetric resolutions. Rendering results are illustrated using realistic graphics techniques such as screen space ambient occlusion and irradiance maps.
Legolizer: A Real-Time System for Modeling and Rendering LEGO Representations of Boundary Models from Luís Fernando Maia on Vimeo.
Adaptive Re-Meshing for Displacement Mapping[book]
Rafael P. Torchelsen (UFRGS), Carlos A. Dietrich (UFRGS), Luís Fernando M. S. Silva (UFRGS),
Rui Bastos (NVIDIA), and João L. D. Comba (UFRGS). In: SHADERX 7 (Book Chapter), 2009.
In this work we have developed a GLSL algorithm that uses power of processing primitives delivered by Geometry Shader to perform adaptive Re-Meshing for Displacement Mapping. This approach provides means to self-adjust Level of Detail in closer meshes while simplifying farther ones, thus improving both quality and performance of rendering.
Auragame: A Case Study of a Zero Programming AR Game[pdf]
Luís Fernando Maia (IFMA / UFC), Willian Rodrigues (UFC), Windson Viana (UFC), and Fernando Trinta (UFC).
In: SBGAMES, 2016.
In this paper, we present a study conducted to assess an Augmented Reality (AR) game called Auragame, developed using an AR platform (Aurasma) without software coding. The game was created to demonstrate the potential of AR authoring tools in developing usable and entertaining applications. Auragame proposes players to solve a set of enigmas by gathering facts in the form of augmented reality objects, spread throughout the environment. Additionally, Auragame requires users to handle physical objects and explore the real world through a set of tasks and challenges, thus revealing the possibilities for expanding game design and interaction. By developing and assessing Auragame, we claim that a game framework developed for people with little or no programming knowledge can be used to create fun pervasive applications by using AR features. We implemented a usability evaluation of the game with 20 users. Results indicate Auragame was considered entertaining by players and its game flow was proven to be intuitive.
Reality cues-based interaction using whole-body awareness[pdf]
Anderson Maciel (UCS), Luciana P. Nedel(UFRGS), Vitor A.M. Jorge(UFRGS), Juan M.T. Ibiapina(UFRGS), and
Luis F.M.S. Silva(UFRGS). In Proceedings of the 2010 ACM Symposium on Applied Computing - SAC '10.
The exploration of 3D environments using 6 degrees-of-freedom interaction is still a challenge since users easily become disoriented. In this paper we discuss the benefits of the whole-body awareness in 3D interactive applications. We propose a technique for navigation and selection in 3D environments which explores the peephole metaphor with a tablet PC.In practice, the tablet is held by the participant who moves it around and points it in any direction for vi- sualization and interaction. The method was tested with a set of users who were asked to perform selection tasks. The technique presented competitive results when compared with conventional interaction methods and also showed that real world body orientation memory helps users to perform better in the virtual world.