Now showing items 21-40 of 96

    • Aportació als mètodes de seguiment tridimensional d'objectes d'alta velocitat d'operació mitjançant l'estereovisió 

      Aranda López, Juan (Universitat Politècnica de Catalunya, 1997-10-16)
      Doctoral thesis
      Open Access
    • Arquitectura i realitat virtual 

      Carpena Martorell, Judit (Universitat Politècnica de Catalunya, 2021-09-09)
      Bachelor thesis
      Open Access
      El treball final de grau examina el paper que té la Realitat Virtual, amb el software de motor de videojocs Unreal Engine com a eina, per entendre com funciona, les oportunitats que té, les aplicacions reals i actuals al ...
    • Automatic indoor scene exploration 

      Vázquez Alcocer, Pere Pau; Sbert Cassasayas, Mateu (2003)
      Conference report
      Restricted access - publisher's policy
      Automatic computation of best views of objects are very useful. For example, they can be used as the starting point of a scene exploration, or to enrich galleries of objects available through Internet by adding an image a ...
    • Automatic keyframe selection for high-quality image-based walkthrough animation using viewpoint entropy 

      Vázquez Alcocer, Pere Pau; Sbert Cassasayas, Mateu (2002-02)
      Article
      Open Access
      The computation of high quality animation sequences is expensive. Generation time for each frame can take a few hours Recently, Image-Based Rendering methods have been proposed to solve this problem. As these techniques ...
    • Automatic light source placement for maximum visual information recovery 

      Vázquez Alcocer, Pere Pau (North Holland, 2007-06)
      Article
      Open Access
      The automatic selection of good viewing parameters is a very complex problem. In most cases, the notion of good strongly depends on the concrete application. Moreover, when an intuitive definition of good view is available, ...
    • Automatic view selection through depth-based view stability analysis 

      Vázquez Alcocer, Pere Pau (Springer, 2009-05)
      Article
      Restricted access - publisher's policy
      Although the real world is composed of three-dimensional objects, we communicate information using two-dimensional media. The initial 2D view we see of an object has great importance on how we perceive it. Deciding which ...
    • Automatic view selection using viewpoint entropy and its application to image-based modelling 

      Vázquez Alcocer, Pere Pau; Feixas, Miquel; Sbert Cassasayas, Mateu; Heidrich, Wolfgang (North Holland, 2003)
      Article
      Restricted access - publisher's policy
      In the last decade a new family of methods, namely Image-Based Rendering, has appeared. These techniques rely on the use of precomputed images to totally or partially substitute the geometric representation of the scene. ...
    • Computing maximal tiles and application to impostor-based simplification 

      Andújar Gran, Carlos Antonio; Brunet Crosa, Pere; Chica Calaf, Antonio; Navazo Álvaro, Isabel; Rossignac, Jarek; Vinacua Pla, Álvaro (North Holland, 2004-08)
      Article
      Restricted access - publisher's policy
      The computation of the largest planar region approximating a 3D object is an important problem with wide applications in modeling and rendering. Given a voxelization of the 3D object, we propose an efficient algorithm to ...
    • Contribució als mètodes d'obtenció i representació de vistes d'objectes reals per aplicacions interactives. 

      Martín Rull, Enric Xavier (Universitat Politècnica de Catalunya, 2006-09-05)
      Doctoral thesis
      Open Access
      En aquesta tesi s'han realitzat una sèrie d'experiments per tal de cercar, identificar, caracteritzar i comparar diversos mètodes d'obtenció de vistes d'objectes reals per aplicacions interactives de realitat augmentada, ...
    • Controlling individual agents in high-density crowd simulation 

      Pelechano Gómez, Núria; Allbeck, Jan; Badler, Norman (2007)
      Conference report
      Restricted access - publisher's policy
      Simulating the motion of realistic, large, dense crowds of autonomous agents is still a challenge for the computer graphics community. Typical approaches either resemble particle simulations (where agents lack orientation ...
    • Coupling camera-tracked humans with a simulated virtual crowd 

      Rivalcoba, Jorge Ivan; De Gyves, Oriam; Rudomin, Isaac; Pelechano Gómez, Núria (SciTePress, 2014)
      Conference report
      Open Access
      Our objective with this paper is to show how we can couple a group of real people and a simulated crowd of virtual humans. We attach group behaviors to the simulated humans to get a plausible reaction to real people. We ...
    • Creació d’un videojoc 3D per a dispositius mòbils, desenvolupat amb Unity 

      Rosell i Gonzalez, Josep (Universitat Politècnica de Catalunya, 2017-07-17)
      Bachelor thesis
      Open Access
      Aquest treball consisteix en el desenvolupament d’un prototip de videojoc 3D per a telèfons mòbil Andoid amb el programa Unity i modelat amb 3D Studio Max. S’ha utilitzat les tècniques de modelatge poligonal amb estil ...
    • Creación y animación de un personaje 3D 

      González Fernández, Adrià (Universitat Politècnica de Catalunya, 2015-06-26)
      Bachelor thesis
      Restricted access - author's decision
    • Depth map repairing for building reconstruction 

      Andújar Gran, Carlos Antonio; Argudo Medrano, Óscar; Besora Vilardaga, Isaac; Brunet Crossa, Pere; Chica Calaf, Antonio; Comino Trinidad, Marc (European Association for Computer Graphics (Eurographics), 2018)
      Conference report
      Open Access
      Structure-from-motion along with multi-view stereo techniques jointly allow for the inexpensive scanning of 3D objects (e.g. buildings) using just a collection of images taken from commodity cameras. Despite major advances ...
    • Diseño y creación de un personaje para un contenido multimedia 

      Cayuela Cambredó, Sergi (Universitat Politècnica de Catalunya, 2017-07-18)
      Bachelor thesis
      Open Access
      Este proyecto contiene todo el proceso de llevar un personaje de naturaleza no humanoide desde la mesa de dibujo, hasta un programa de desarrollo de videojuegos. El proyecto empieza a lápiz. Se actualiza a dibujo digital ...
    • Downsampling and storage of pre-computed gradients for volume rendering 

      Díaz García, Jesús; Brunet Crosa, Pere; Navazo Álvaro, Isabel; Vázquez Alcocer, Pere Pau (European Association for Computer Graphics (Eurographics), 2017)
      Conference report
      Open Access
      The way in which gradients are computed in volume datasets influences both the quality of the shading and the performance obtained in rendering algorithms. In particular, the visualization of coarse datasets in multi-resolution ...
    • Dynamic worlds in miniature 

      Trueba Hornero, Ramón; Andújar Gran, Carlos Antonio (., 2008)
      Conference report
      Open Access
      The World in Miniature (WIM) metaphor allows users to interact and travel efficiently in virtual environments. In addition to the first-person perspective offered by typical VR applications, the WIM offers a second dynamic ...
    • Exploiting the potential of image based crowd rendering 

      Izquierdo, Maria; Beacco Porres, Alejandro; Pelechano Gómez, Núria; Andújar Gran, Carlos Antonio (European Association for Computer Graphics (Eurographics), 2015)
      Conference lecture
      Restricted access - publisher's policy
      Per-joint impostors have been used to achieve high performance when rendering thousands of agents, while still allowing us to blend animation. This provides interactively animated crowds and reduces the memory footprint ...
    • Geometry-aware network for non-rigid shape prediction from a single view 

      Pumarola Peris, Albert; Agudo Martínez, Antonio; Porzi, Lorenzo; Sanfeliu Cortés, Alberto; Lepetit, Vincent; Moreno-Noguer, Francesc (Institute of Electrical and Electronics Engineers (IEEE), 2018)
      Conference report
      Open Access
      We propose a method for predicting the 3D shape of a deformable surface from a single view. By contrast with previous approaches, we do not need a pre-registered template of the surface, and our method is robust to the ...
    • Hoops: 3D curves as conservative occluders for cell visibility 

      Brunet Crosa, Pere; Navazo Álvaro, Isabel; Rossignac, Jarek; Saona Vázquez, Carlos Luis (North Holland, 2001-08)
      Article
      Restricted access - publisher's policy
      Most visibility culling algorithms require convexity of occluders. Occluder synthesis algorithms attempt to construct large convex occluders inside bulky non-convex sets. Occluder fusion algorithms generate convex occluders ...