• A hybrid rugosity mesostructure (HRM) for faster rendering of fine haptic detail 

      Theoktisto, Víctor; Fairén González, Marta; Navazo Álvaro, Isabel (2009)
      Text en actes de congrés
      Accés restringit per política de l'editorial
      We propose a faster method for surface haptic rendering using image-based Hybrid Rugosity Mesostructures (HRMs), paired maps with per-face height eld displacements and normalmaps, which are layered on top of a much decimated ...
    • Enhancing collaboration in virtual reality applications 

      Theoktisto, Víctor; Fairén González, Marta (2005-10)
      Article
      Accés restringit per política de l'editorial
      We derive a complete component framework for transforming standalone virtual reality (VR) applications into fullfledged multithreaded collaborative virtual reality environments (CVREs), after characterizing existing ...
    • Enhancing detailed haptic relief for real-time interaction 

      Theoktisto, Víctor (Universitat Politècnica de Catalunya, 2015-11-25)
      Tesi
      Accés obert
      The present document exposes a different approach for haptic rendering, defined as the simulation of force interactions to reproduce the sensation of surface relief in dense models. Current research shows open issues in ...
    • Hybrid Rugosity Mesostructures (HRMs) for fast and accurate rendering of fine haptic detail 

      Theoktisto, Víctor; Fairén González, Marta; Navazo Álvaro, Isabel (Centro Latinoamericano de Estudios en Informática, 2010)
      Article
      Accés obert
      The haptic rendering of surface mesostructure (fine relief features) in dense triangle meshes requires special structures, equipment, and high sampling rates for detailed perception of rugged models. Low cost approaches ...
    • Rendering detailed haptic textures 

      Theoktisto, Víctor; Fairén González, Marta; Navazo Álvaro, Isabel; Monclús Lahoya, Eva (2005)
      Text en actes de congrés
      Accés restringit per política de l'editorial
      Rendering haptic textures seamlessly out of triangle meshes just by using geometry requires heavy work and does not allow high sampling rates for detailed, rugged models. Better approaches simulate surface texture without ...