One of the main problems of rendering outdoor scenes in real time is the representation of trees ... more One of the main problems of rendering outdoor scenes in real time is the representation of trees and plants. The mod- eling tools for vegetal species generate polygonal models with such a great geometric complexity that they need effi- cient techniques for achieving an interactive visualization. In this article we present a LOD model based on the ge- ometric representation of leaves that eliminates bus traffic when changing the level of detail and enables instancing as many trees as desired. This model allows for a highly realistic visualization, skeletal animations for wind effects and also the use of traditional illumination techniques for polygonal models. The proposed representation permits to adapt automatically and in a continuous manner the level of detail, obtaining view-dependent resolutions. The ba- sic idea consists in initially uploading to the GPU the ver- tices of the high resolution model and obtaining the desired approximation by rendering the appropriate vertices. T...
Current real-time graphics architecture lacks a method for procedural geometry generation inside ... more Current real-time graphics architecture lacks a method for procedural geometry generation inside the GPU, so that the limited bus bandwidth doesn't get involved. This document describes the conceptual design of a user-programmable geometry gene- rator unit. This unit is capable of generating new geometry (vertices and indices) by processing a set of input data. This new geometry can be passed through the graphics pipeline to be rendered normally. This is done completely inside the GPU.
This paper presents a method for normal map generation in the GPU. These normal maps are generate... more This paper presents a method for normal map generation in the GPU. These normal maps are generated from a high resolution mesh and can be applied to any simplification of this mesh. This method takes advantage of the fact that there must be a correspondence between the texture coordinates of the low resolution mesh and the ones of the high resolution mesh. The proposed method for normal map generation is a brand-new method, since nowadays this process is being performed through software techniques. Hardware generation greatly reduces time in comparison with present-day solutions. Moreover, it allows for a dynamic modification of the map. There are some restrictions in relation to how texture coordinates must be distributed. However, this approach works perfectly with simplified models where these restrictions are fulfilled. This method makes use of vertex and pixel shaders for the normal map generation.
Resumen Las mallas poligonales usadas en aplicaciones en tiempo real, como juegos, suelen estar f... more Resumen Las mallas poligonales usadas en aplicaciones en tiempo real, como juegos, suelen estar formadas por una serie de submallas. Estas submallas a su vez están formadas por una serie de vértices, los cuales tienen sus atributos. El hardware gráfico requiere que la malla cumpla ciertos requisitos. Estos requisitos hacen que muchas veces haya que replicar vértices para asignarles diferentes atributos, dependiendo de las propiedades de los triángulos que los usan. Por esta razón, cuando se trabaja con mallas de juegos, el propio algoritmo simplificador tiene que tener en cuenta estas restricciones de la malla para poder ofrecer una simplificación correcta. En este artículo se presenta un método de simplificación que tiene en cuenta estas restricciones. Además, el método tiene en consideración atributos que contribuyen a una apariencia más realista en el objeto simplificado, como las coordenadas de textura y las normales.
Meshes used in real-time applications are usually composed of sub-meshes which contain vertices w... more Meshes used in real-time applications are usually composed of sub-meshes which contain vertices with different sets of attributes. This kind of mesh cannot be used directly in the current graphics pipeline architecture because meshes for interactive applications usually duplicate vertices to ensure that every vertex has a single set of attributes. This fact causes apparently contiguous surfaces to be split
ABSTRACT In this paper we present a new continuous multiresolution approach which has been develo... more ABSTRACT In this paper we present a new continuous multiresolution approach which has been developed for the interactive visualization of meshes in real-time applications. Our interest is to offer an efficient solution which considers submeshes, textures, normals and bones for skeletal animations. The model has been designed to give view-independent continuous levels-of-detail and uses triangle strips for exploiting vertex cache and coherence for minimizing bus traffic. Furthermore, its data structures allow for an efficient extraction process where all unnecessary information is eliminated and also for progressive transmission. A new simplification strategy has also been developed, which preserves appearance and attributes. In the results section we present different images to show the visual quality obtained with this simplification method, as well as a study of the storage and rendering costs.
2010 International Conference on Cyberworlds, 2010
Online virtual trade fairs are becoming more popular in the business world. They enable companies... more Online virtual trade fairs are becoming more popular in the business world. They enable companies to establish a economic trade relationship with their customers. This article presents a multi-user virtual trade fair developed using the technology of 3D game engines. This makes it possible to obtain a high degree of realism and benefit from every advantage of using this software:
One of the main problems of rendering outdoor scenes in real time is the representation of trees ... more One of the main problems of rendering outdoor scenes in real time is the representation of trees and plants. The mod- eling tools for vegetal species generate polygonal models with such a great geometric complexity that they need effi- cient techniques for achieving an interactive visualization. In this article we present a LOD model based on the ge- ometric representation of leaves that eliminates bus traffic when changing the level of detail and enables instancing as many trees as desired. This model allows for a highly realistic visualization, skeletal animations for wind effects and also the use of traditional illumination techniques for polygonal models. The proposed representation permits to adapt automatically and in a continuous manner the level of detail, obtaining view-dependent resolutions. The ba- sic idea consists in initially uploading to the GPU the ver- tices of the high resolution model and obtaining the desired approximation by rendering the appropriate vertices. T...
Current real-time graphics architecture lacks a method for procedural geometry generation inside ... more Current real-time graphics architecture lacks a method for procedural geometry generation inside the GPU, so that the limited bus bandwidth doesn't get involved. This document describes the conceptual design of a user-programmable geometry gene- rator unit. This unit is capable of generating new geometry (vertices and indices) by processing a set of input data. This new geometry can be passed through the graphics pipeline to be rendered normally. This is done completely inside the GPU.
This paper presents a method for normal map generation in the GPU. These normal maps are generate... more This paper presents a method for normal map generation in the GPU. These normal maps are generated from a high resolution mesh and can be applied to any simplification of this mesh. This method takes advantage of the fact that there must be a correspondence between the texture coordinates of the low resolution mesh and the ones of the high resolution mesh. The proposed method for normal map generation is a brand-new method, since nowadays this process is being performed through software techniques. Hardware generation greatly reduces time in comparison with present-day solutions. Moreover, it allows for a dynamic modification of the map. There are some restrictions in relation to how texture coordinates must be distributed. However, this approach works perfectly with simplified models where these restrictions are fulfilled. This method makes use of vertex and pixel shaders for the normal map generation.
Resumen Las mallas poligonales usadas en aplicaciones en tiempo real, como juegos, suelen estar f... more Resumen Las mallas poligonales usadas en aplicaciones en tiempo real, como juegos, suelen estar formadas por una serie de submallas. Estas submallas a su vez están formadas por una serie de vértices, los cuales tienen sus atributos. El hardware gráfico requiere que la malla cumpla ciertos requisitos. Estos requisitos hacen que muchas veces haya que replicar vértices para asignarles diferentes atributos, dependiendo de las propiedades de los triángulos que los usan. Por esta razón, cuando se trabaja con mallas de juegos, el propio algoritmo simplificador tiene que tener en cuenta estas restricciones de la malla para poder ofrecer una simplificación correcta. En este artículo se presenta un método de simplificación que tiene en cuenta estas restricciones. Además, el método tiene en consideración atributos que contribuyen a una apariencia más realista en el objeto simplificado, como las coordenadas de textura y las normales.
Meshes used in real-time applications are usually composed of sub-meshes which contain vertices w... more Meshes used in real-time applications are usually composed of sub-meshes which contain vertices with different sets of attributes. This kind of mesh cannot be used directly in the current graphics pipeline architecture because meshes for interactive applications usually duplicate vertices to ensure that every vertex has a single set of attributes. This fact causes apparently contiguous surfaces to be split
ABSTRACT In this paper we present a new continuous multiresolution approach which has been develo... more ABSTRACT In this paper we present a new continuous multiresolution approach which has been developed for the interactive visualization of meshes in real-time applications. Our interest is to offer an efficient solution which considers submeshes, textures, normals and bones for skeletal animations. The model has been designed to give view-independent continuous levels-of-detail and uses triangle strips for exploiting vertex cache and coherence for minimizing bus traffic. Furthermore, its data structures allow for an efficient extraction process where all unnecessary information is eliminated and also for progressive transmission. A new simplification strategy has also been developed, which preserves appearance and attributes. In the results section we present different images to show the visual quality obtained with this simplification method, as well as a study of the storage and rendering costs.
2010 International Conference on Cyberworlds, 2010
Online virtual trade fairs are becoming more popular in the business world. They enable companies... more Online virtual trade fairs are becoming more popular in the business world. They enable companies to establish a economic trade relationship with their customers. This article presents a multi-user virtual trade fair developed using the technology of 3D game engines. This makes it possible to obtain a high degree of realism and benefit from every advantage of using this software:
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Papers by Jesus Gumbau