2016
Ramos-Romero, Francisco; Huerta-Guijarro, Joaquín; Benítez-Paéz, Fernando
Characterization of Multiresolution Models for Real-Time Rendering in GPU-Limited Environments Proceedings Article
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.
Abstract | BibTeX | Tags: GEO-C, GPU
@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 = {GEO-C, GPU},
pubstate = {published},
tppubtype = {inproceedings}
}
2013
Ramos-Romero, Francisco; Chover, Miguel; Ripolles, Oscar
A multiresolution approach to render 3D models Journal Article
In: Informatica (Netherlands), vol. 24, no. 4, pp. 603-618, 2013, ISSN: 0868-4952, (IF: 0.901, Q2).
Abstract | Links | BibTeX | Tags: 3D, GPU, mesh refinement
@article{RamosRomero2013,
title = {A multiresolution approach to render 3D models},
author = { Francisco Ramos-Romero and Miguel Chover and Oscar Ripolles},
url = {http://hdl.handle.net/10234/160304},
issn = {0868-4952},
year = {2013},
date = {2013-01-01},
journal = {Informatica (Netherlands)},
volume = {24},
number = {4},
pages = {603-618},
publisher = {IOS Press},
abstract = {Image synthesis techniques are present in a wide range of applications as they leverage the amount of information required for creating realistic visualizations. For fast hardware rendering they usually employ a triangle-based representation describing the geometry of the scene. In this paper, we introduce a new and simple framework for performing on-the-fly refinement and simplification of meshes completely on the GPU. As we aim at making easy the integration of level-of-detail management into the creation workflow of artists, the presented method is easy to be implemented. We only need a coarse mesh, its displacement map and a geometry shader. At rendering time, we employ a geometry shader to parallelize the tessellation and displacement steps. The tessellation step performs uniform refinement or simplification operations by applying a fixed subdivision criterion. Our method also exploits coherence by taking advantage of the last computed mesh. We provide a method which offers a flexible integration with standard 3D tools, easy to be implemented, coherence exploitation and wholly processed by the GPU.},
note = {IF: 0.901, Q2},
keywords = {3D, GPU, mesh refinement},
pubstate = {published},
tppubtype = {article}
}