• openAccess   A Tool for the Creation and management of level-of-detail models for 3D applications 

      Ripollés Mateu, Oscar Enrique World Scientific and Engineering Academy and Society (WSEAS) (2008)
      Real-time visualization of 3D scenes is a very important feature of many computer graphics solutions. Current environments require complex scenes which contain an increasing number of objects composed of thousands or ...
    • closedAccess   Continuous Level of Detail for Large Scale Rendering of 3D Animated Polygonal Models 

      Ramos, Jose Francisco; Ripollés Mateu, Oscar Enrique; Chover, Miguel Springer Berlin Heidelberg (2012)
      Current simulation applications are mainly focused on the efficient management of scenarios with static objects. However, managing dynamic objects, such as animated characters, is very different and requires more specific ...
    • openAccess   Level-of-Detail Triangle Strips for Deforming Meshes 

      Ramos, Jose Francisco; Chover, Miguel; Parus, Jindra; Kolingerova, Ivana Springer Verlag (2008)
      Applications such as video games or movies often contain deforming meshes. The most-commonly used representation of these types of meshes consists in dense polygonal models. Such a large amount of geometry can be efficiently ...
    • closedAccess   Optimizing the management of continuous level of detail models on GPU 

      Ripollés Mateu, Oscar Enrique; Chover, Miguel Elsevier (2008)
      In this paper we present a new continuous multiresolution framework which has been developed in view of the outstanding evolution of hardware. Our interest not only focuses on exploiting GPUs possibilities, but also on ...
    • openAccess   Real-time tessellation of terrain on graphics hardware 

      Puig Centelles, Anna; Ripollés Mateu, Oscar Enrique; Ramos, Jose Francisco; Chover, Miguel Elsevier (2012-04)
      Synthetic terrain is a key element in many applications, which can lessen the sense of realism if it is not handled correctly. We propose a new technique for visualizing terrain surfaces by tessellating them on the GPU. ...
    • closedAccess   Three-dimensional trees for virtual globes 

      Rebollo Santamaría, Cristina; Remolar, Inmaculada; Gumbau Portalés, Jesús; Chover, Miguel Taylor & Francis (2014)
      One of the problems in virtual globes technologies is the real-time representation of vegetal species. In forest or garden representations, the low detailed plants produce a lack of realism. Efficient techniques are required ...
    • closedAccess   Visualization of level-of-detail meshes on the GPU 

      Ripollés Mateu, Oscar Enrique; Ramos, Jose Francisco; Chover, Miguel Springer Verlag (2011-09-01)
      Extensive research has been carried out in multiresolution models for many decades. The tendency in recent years has been to harness the potential of GPUs to perform the level-of-detail extraction on graphics hardware. The ...