Browsing by Author "Fernandes, António Ramires"
Now showing 1 - 2 of 2
Results Per Page
Sort Options
Item Atmospheric Scattering - State of the Art(The Eurographics Association, 2020) Lopes, Diogo; Fernandes, António Ramires; Goncalves, Alexandrino and Fernandes, Antonio Ramires and Rodrigues, NunoAtmospheric scattering is the natural phenomenon mainly responsible for the colours we observe in the sky. Over the years, several realistic computer graphics algorithms have been proposed in order to reproduce these colours. This state of the art is motivated by the large amount of scattered information, and by its great potential usage in a wide range of applications like flight simulators, video games and movies. This paper will cover the most important models and will present their evolution over the years. The first part contains a small introduction to the mechanics behind the light scattering phenomena. The second part will cover the earlier models, very much focused in the physical phenomenon. The third section will cover GPU based models, more focused on performance.Item Open Source Debuggers and Integration with a 3D Engine(The Eurographics Association, 2020) Liu, Andre Alexandre Wang; Fernandes, António Ramires; Goncalves, Alexandrino and Fernandes, Antonio Ramires and Rodrigues, NunoDebugging is always an important phase in an application life. Applications using 3D hardware accelerated graphics in general, and OpenGL in particular, are usually hard to debug since the computation is split between two processors, each with its own memory space. To be able to debug these applications one has to rely on the API's debugging mechanisms to inspect the output of the computations performed. Several tools are available for this purpose, some of them are open source. Open source tools are great to integrate in already existing projects such as 3D engines since they allow the required customizations. The goal of this paper is twofold. Firstly we provide an overview of the existing open source debugging tools for OpenGL and secondly we discuss the integration of one of such tools in an existing 3D engine.