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- Imma Boada, Isabel Navazo, Roberto Scopigno
- The Visual Computer
- 2001

Although 3D texture-based volume rendering guarantees image quality almost interactively, it is difficult to maintain an interactive rate when the technique has to be exploited on large datasets. In this paper, we propose a new texture memory representation and a management policy that substitute the classical one-texel per voxel approach for a hierarchical… (More)

- Dolors Ayala, Pere Brunet, R. Juan, Isabel Navazo
- ACM Trans. Graph.
- 1985

Quadtree representation of two-dimensional objects is performed with a tree that describes the recursive subdivision of the more complex parts of a picture until the desired resolution is reached. At the end, all the leaves of the tree are square cells that lie completely inside or outside the object. There are two great disadvantages in the use of… (More)

- Carlos Saona-Vázquez, Isabel Navazo, Pere Brunet
- Computers & Graphics
- 1999

This paper describes the Visibility Octree, a data structure to accelerate 3D navigation through very complex scenes. A conservative visibility algorithm that computes and hierarchically stores the structure at a preprocessing stage is presented. The Visibility Octree is used during navigation and its main contribution is its ability to provide an eeective… (More)

- Carlos Andújar, Javier Boo, +4 authors Alvar Vinacua
- Comput. Graph. Forum
- 2007

- José Díaz, Pere-Pau Vázquez, Isabel Navazo, Florent Duguet
- Computers & Graphics
- 2010

Volume models often show high depth complexity. This poses difficulties to the observer in judging the spatial relationships accurately. Illustrators usually use certain techniques such as improving the shading through shadows, halos, or edge darkening in order to enhance depth perception of certain structures. Both effects are difficult to generate in… (More)

- Carlos Andújar, Carlos Saona-Vázquez, Isabel Navazo
- Computer-Aided Design
- 2000

Level-of-detail occlusion culling is a novel approach to the management of occluders that can be easily integrated into most current visibility culling algorithms. The main contribution of this paper is an algorithm that automatically generates sets of densely overlapping boxes with enhanced occlusion properties from non-convex subsets. We call this method… (More)

- Carlos Andújar, Pere Brunet, Antoni Chica, Jarek Rossignac, Isabel Navazo, Alvar Vinacua
- Comput. Graph. Forum
- 2004

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 solve a discrete version of this problem. The input of the algorithm is the set of grid edges connecting the interior and the exterior of… (More)

- Carlos Andújar, Pere Brunet, Antoni Chica, Isabel Navazo, Jarek Rossignac, Alvar Vinacua
- Computer-Aided Design
- 2005

Since the publication of the original Marching Cubes algorithm, numerous variations have been proposed for guaranteeing water-tight constructions of triangulated approximations of isosurfaces. Most approaches divide the 3D space into cubes that each occupy the space between eight neighboring samples of a regular lattice. The portion of the isosurface inside… (More)

- Isabel Navazo
- Computers & Graphics
- 1989

- Pere Brunet, Isabel Navazo, Jarek Rossignac, Carlos Saona-Vázquez
- Comput. Graph. Forum
- 2001

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 that are contained in the umbra cast by a group of objects given an area light. In this paper we prove that convexity requirements can… (More)