Gonzalez Garcia F.,Next Limit
IEEE Computer Graphics and Applications | Year: 2015
In every computer graphics oriented application today, it is a common practice to texture 3D models as a way to obtain realistic material. As part of this process, mesh texturing, deformation, and visualization are all key parts of the computer graphics field. This PhD dissertation was completed in the context of these three important and related fields in computer graphics. The article presents techniques that improve on existing state-of-the-art approaches related to continuity and interpolation in texture space (texturing), object space (deformation), and screen space (rendering): © 1981-2012 IEEE.
Gonzalez F.,Next Limit |
Patow G.,University of Girona
Computer Graphics Forum | Year: 2015
Continuity and interpolation have been crucial topics for computer graphics since its very beginnings. Every time we want to interpolate values across some area, we need to take a set of samples over that interpolating region. However, interpolating samples faithfully allowing the results to closely match the underlying functions can be a tricky task as the functions to sample could not be smooth and, in the worst case, it could be even impossible when they are not continuous. In those situations bringing the required continuity is not an easy task, and much work has been done to solve this problem. In this paper, we focus on the state of the art in continuity and interpolation in three stages of the real-time rendering pipeline. We study these problems and their current solutions in texture space (2D), object space (3D) and screen space. With this review of the literature in these areas, we hope to bring new light and foster research in these fundamental, yet not completely solved problems in computer graphics. © 2015 The Authors Computer Graphics Forum.
Next Limit | Date: 2012-09-28
Agency: Cordis | Branch: FP7 | Program: MC-ITN | Phase: FP7-PEOPLE-2012-ITN | Award Amount: 3.01M | Year: 2013
Visual perception provides us with a richly detailed representation of the surrounding world, enabling us to make subtle judgements of 1) 3D shape, 2) the material properties of objects, and 3) the flow of illumination within a scene. Together, these three factors determine the intensity of a surface in the image. Estimating scene properties is crucial for guiding action and making decisions like whether food is edible. Visual look and feel also plays a key role in industrial design, computer graphics and other industries. Despite this, little is known about how we visually estimate the physical properties of objects and illumination. Previous research has mainly focussed on one or two of the three causal factors independently, and from the viewpoint of a specific discipline. By contrast, in PRISM we take an integrative approach, to understand how the brain creates a richly detailed representation of the world by looking at how all three factors interact simultaneously. PRISM is radically interdisciplinary, uniting experts from psychology, neuroscience, computer science and physics to understand both the analysis and synthesis of shape, shading and materials. PRISM is intersectoral by uniting researchers from seven leading Universities and two industrial partners, enabling impact in basic research, technology and the creative industries. Through research projects, cross-discipline visits, and structured Course Modules delivered through local and network-wide training events, we will endow PRISM fellows with an unusually broad overview and the cross-sector skills they need to become future leaders in European research and development. Thus, by delivering early-career training embedded in a cutting-edge research programme, we aim to 1) springboard the next generation of interdisciplinary researchers on perceptual representations of 3D scenes and 2) cement long-term collaborations between sectors to enhance European perception research and its applications.
Next Limit | Date: 2011-06-21
Computer software for software development featuring the creation of computer generated images and simulation of light.