Short Description
GEOTEC’s contribution
Publications
Portela, Manuel; Granell-Canut, Carlos Methods to Observe and Evaluate Interactions with Everyday Context-Aware Objects Inproceedings In: García, C R; Caballero-Gil, P; Burmester, M; Quesada-Arencibia, A (Ed.): Ubiquitous Computing and Ambient Intelligence: 10th International Conference on Ubiquitous Computing and Ambient Intelligence, UCAmI 2016, pp. 385-392, Springer, 2016, ISBN: 978-3-319-48746-5. @inproceedings{Portela16, title = {Methods to Observe and Evaluate Interactions with Everyday Context-Aware Objects}, author = {Manuel Portela and Carlos Granell-Canut}, editor = {C.R. García and P. Caballero-Gil and M. Burmester and A. Quesada-Arencibia}, isbn = {978-3-319-48746-5}, year = {2016}, date = {2016-11-17}, booktitle = {Ubiquitous Computing and Ambient Intelligence: 10th International Conference on Ubiquitous Computing and Ambient Intelligence, UCAmI 2016}, volume = {10069}, pages = {385-392}, publisher = {Springer}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } |
Ramos-Romero, Francisco; Huerta-Guijarro, Joaquín; Benítez-Paéz, Fernando Characterization of Multiresolution Models for Real-Time Rendering in GPU-Limited Environments Inproceedings In: Perales, Francisco José; Kittler, Josef (Ed.): Articulated Motion and Deformable Objects: Proceedings of 9th International Conference, AMDO 2016, Palma de Mallorca, Spain, July 13-15, 2016, pp. 157-167, Springer, 2016, ISBN: 978-3-319-41777-6. @inproceedings{Ramos-Romero2016, title = {Characterization of Multiresolution Models for Real-Time Rendering in GPU-Limited Environments}, author = {Francisco Ramos-Romero and Joaquín Huerta-Guijarro and Fernando Benítez-Paéz}, editor = {Francisco José Perales and Josef Kittler}, isbn = { 978-3-319-41777-6}, year = {2016}, date = {2016-07-13}, booktitle = {Articulated Motion and Deformable Objects: Proceedings of 9th International Conference, AMDO 2016, Palma de Mallorca, Spain, July 13-15, 2016}, volume = {9756}, pages = {157-167}, publisher = {Springer}, series = {LNCS}, abstract = {Real-time visualization of 3D scenes is a very important feature of many computer graphics solutions. In applications such as computer-aided design, scientific visualization or even in the growing computer games market, the performance of visualization becomes essential. In addition, the complexity of the scenes is increasing and they now contain objects composed of thousands or even millions of polygons. Moreover, emergence of new standards and new supported functionalities in web or mobile environments enable us to efficiently render complex 3D scenes. However, in these environments GPU capabilities are partially supported. Therefore, it is necessary to resort to different techniques that allow us to maintain the quality and performance of 3D applications by managing that huge amount of geometry in such environments. Among the different solutions, many authors have concentrated on level-of-detail approaches. The main objective of this paper is to introduce studies on this topic, presenting the different solutions that currently exist in the field of real-time visualization of level-of-detail models that fits in GPU limited environments such as web or mobile platforms.}, keywords = {}, pubstate = {published}, tppubtype = {inproceedings} } Real-time visualization of 3D scenes is a very important feature of many computer graphics solutions. In applications such as computer-aided design, scientific visualization or even in the growing computer games market, the performance of visualization becomes essential. In addition, the complexity of the scenes is increasing and they now contain objects composed of thousands or even millions of polygons. Moreover, emergence of new standards and new supported functionalities in web or mobile environments enable us to efficiently render complex 3D scenes. However, in these environments GPU capabilities are partially supported. Therefore, it is necessary to resort to different techniques that allow us to maintain the quality and performance of 3D applications by managing that huge amount of geometry in such environments. Among the different solutions, many authors have concentrated on level-of-detail approaches. The main objective of this paper is to introduce studies on this topic, presenting the different solutions that currently exist in the field of real-time visualization of level-of-detail models that fits in GPU limited environments such as web or mobile platforms. |