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<publications>

<!--<publication>
	<authors> </authors>
	<title>  </title>
	<where> </where>
	<year> 2007 </year>
	<A href="papers/ORIs.pdf">PDF</A>
	<image src="images/papers/arma2.jpg"> </image>
	<abstract> 
	</abstract>
</publication>-->
<!--<publication>
	<authors>Navazo I., Vazques P., Monclús E., Diaz J. and Hueto J. </authors>
	<title> A 3D system for training in endoscopical repair of subcondylar fractures of the mandible </title>
	<where>Congrés CARS 2008 Computer Assisted Radiology 23rd International Congress and Exhibition, </where>
	<year> 2008 </year>
	<A href="papers/VRMedEndo.pdf">PDF</A>
	<image src="images/papers/VRMedEndo.jpg"> </image>
	<abstract> 
	Conventional treatment of the subcondylar fractures of the mandible is challenging because of the medial and anterior displacement of the condylar fragment and the limited surgical field. Proximity of facial nerve, carotid artery branches, parotid gland, and ear canal are risk factors to open surgical procedures. In these fractures a proper reduction and osteosynthesis is always difficult, even if using open procedures.
The recent endoscopic approach allows a perfect control and vision of the fragments, and it also permits an anatomic reduction and plating of the fracture avoiding risks associated to the open surgery.
Surgical training for these endoscopic procedures is difficult, especially in those cases in which surgeons are not familiar with endoscopic interventions and they still don’t have skills to work while looking at the screen. Simulators are friendly and risk free systems to train surgeons to operate with endoscopes.
	</abstract>
</publication>-->
<!--
<publication>
	<authors>Navazo I., Vazques P., Monclús E. and Herrero J. </authors>
	<title> Automatic generation of exploration paths for medical models </title>
	<where>Congrés CARS 2008 Computer Assisted Radiology 23rd International Congress and Exhibition, </where>
	<year> 2008 </year>
	<A href="papers/VRMedBestViews.pdf">PDF</A>
	<image src="images/papers/VRMedBestViews.jpg"> </image>
	<abstract>Medical data models are becoming larger and larger as long as the medical image capture process improves. Nowadays, 3D renderings may be used for medical intervention planning or computer assisted diagnosis because 3D volume visualization offers advantages with respect to the classical frontal, coronal, and sagittal views. Usually, in big hospitals, the radiologist is the responsible of image analysis, he writes a report for the specialist and hands him some images that show the injure, malformation, etc. Although the visualization techniques are becoming faster and faster, the datasets also increase, and the time the radiologists are able to devote to a single analysis is limited. In this sense, we propose some techniques to help the specialists to find adequate views of the datasets in an efficient way. Collaborative intervention planning may be enhanced through the use of automatic selection of good exploration paths of the models, either to explore the whole model, or to inspect just a region of interest of it. We developed a framework to animate medical visualization of individual patient data. Animations enable a smooth change between several viewpoints and facilitate a good overview of the model to the specialist. 
	</abstract>
</publication>-->
<publication>
	<authors> Yela H., Navazo I. and Vazquez P.</authors>
	<title> S3Dc: A 3Dc-based Volume Compression Algorithm </title>
	<where> CEIG, </where>
	<year> 2008 </year>
	<A href="papers/S3Dc.pdf">PDF</A>
	<image src="images/papers/S3Dc.jpg"> </image>
	<abstract> Volumes acquired for medical purposes are continuously increasing in size, faster than graphic cards memory
capacity. Large volumetric datasets do not fit into GPU memory and therefore direct rendering is not possible.
Even large volumes that still fit into GPU memory make frame rates decay. In order to reduce the size of large
volumetric models, we present a new compression scheme.
In this paper we present S3Dc, a lossy volume compression algorithm suitable for scalar values. It is inspired in
hardware-accelerated 3Dc normal compression technique. S3Dc allows us to compress the volume in CPU up to a
4:1 or 8:1 ratio, while still yielding good quality results. We provide details on the compression scheme and show
how to render directly from a S3Dc compressed texture. Furthermore, we analyze the image quality theoretical
error and the average error with several images in order to assess the results.
	</abstract>
</publication>
<publication>
	<authors>Andujar C.,Díaz J. and Brunet P. </authors>
	<title>Relief Impostor Selection for Large Scale Urban Rendering </title>
	<where>IEEE Virtual Reality Workshop on Virtual Citiscapes: Key Research Issues in Modeling Large-Scale Immersive Urban Environments,  </where>
	<year> 2008 </year>
	<A href="papers/cityscapes.pdf">PDF</A>
	<image src="images/papers/cityscapes.jpg"> </image>
	<abstract> Image-based rendering techniques are often the preferred choice to
accelerate the exploration of massive outdoor models and complex
human-made structures. In the last few years, relief mapping has
been shown to be extremely useful as a compact representation of
highly-detailed 3D models. In this paper we describe a rendering
system for interactive, high-quality visualization of large scale urban
models through a hierarchical collection of properly-oriented
relief-mapped polygons. At the heart of our approach is a visibilityaware
algorithm for the selection of the set of viewing planes supporting
the relief maps. Our selection algorithm optimizes both the
sampling density and the coverage of the relief maps and its running
time is mostly independent on the underlying geometry. We show
that our approach is suitable for navigating through large scale urban
models at interactive rates while preserving both geometric and
appearance details.
	</abstract>
</publication>
<publication>
	<authors>Besora I., Brunet P., Callieri M., Chica A., Corsini M., Dellepiane M., Morales D., Moyés J., Ranzuglia G. and Scopigno R.</authors>
	<title> Portalada: A Virtual Reconstruction of the Entrance of the Ripoll Monastery </title>
	<where> 3DPVT08: Fourth International Symposium on 3D Data Processing, Visualization and Transmission, </where>
	<year> 2008 </year>
	<A href="papers/RipollPortalada.pdf">PDF</A>
	<image src="images/papers/RipollPortalada.jpg"> </image>
	<abstract>The dichotomy between detail representation and data
management is still a big issue in the context of the acquisition
and visualization of 3D objects, especially in the
field of Cultural Heritage. New technologies give the possibility
to acquire very detailed geometry, but very often
it’s very hard to process the amount of data produced. In
this paper we present a project which aimed at virtually reconstructing
the impressive (7x11 m.) portal of the Ripoll
Monastery, Spain. The monument was acquired using triangulation
laser scanning technology, producing a dataset of
more than 2000 range maps for a total of more than 1 billion
triangles. All the steps of the entire project are described,
from the acquisition planning to the final setup for the dissemination
to the public. In particular, we show how timeof-
flight laser scanning data can be used to obtain a speed
up in the alignment process, and how, after model creation
and imperfections repairing, an interactive and immersive
setup gives the public the possibility to navigate and visualize
the high detail representation of the portal. This paper
shows that, after careful planning and with the aim of new
algorithms, it’s now possible to preserve and visualize the
highly detailed information provided by triangulation laser
scanning also for very large surfaces. 
	</abstract>
</publication>
<publication>
	<authors>Besora I.,Brunet P., Chica A., Morales D. and Moyés J. </authors>
	<title> Real-Time Exploration of the Virtual Reconstruction of the Entrance of the Ripoll Monastery </title>
	<where>CEIG, </where>
	<year> 2008 </year>
	<A href="papers/Portalada.pdf">PDF</A>
	<image src="images/papers/Portalada.jpg"> </image>
	<abstract> This paper presents the project of the virtual reconstruction and inspection of the "Portalada", the entrance of the
Ripoll Monastery. In a first step, the monument of 7 x 11 meters was acquired using triangulation laser scanning
technology, producing a dataset of more than 2000 range maps for a total of more than one billion triangles. After
alignment and registration, a nearly complete digital model with 173M triangles and a sampling density of the
order of one millimeter was produced and repaired. The paper describes the model acquisition and construction,
the use of specific scalable algorithms for model repair and simplification, and then focuses on the design of
a hierarchical data structure for data managing and view-dependent navigation of this huge dataset on a PC.
Finally, the paper describes the setup for a usable, user-friendly and immersive system that induces a presence
perception in the visitors.
	</abstract>
</publication>
<publication>
	<authors> Chica A. </authors>
	<title> Visibility-Based Feature Extraction From Discrete Models </title>
	<where> ACM Symposium on Solid and Physical Modeling, pags. 347-352, </where>
	<year> 2008 </year>
	<A href="papers/VisFeatures.pdf">PDF</A>
	<image src="images/papers/VisFeatures.jpg"> </image>
	<abstract>In this paper, we present a new visibility-based feature extraction algorithm
from discrete models as dense point clouds resulting from
laser scans. Based on the observation that one can characterize local
properties of the surface by what can be seen by an imaginary
creature on the surface, we propose algorithms that extract features
using an intermediate representation of the model as a discrete volume
for computational efficiency. We describe an efficient algorithm
for computing the visibility map among voxels, based on the
properties of a discrete erosion. The visibility information obtained
in this first step is then used to extract the model components (faces,
edges and vertices) —which may be curved— and to compute the
topological connectivity graph in a very efficient and robust way.
The results are discussed through several examples. 
	</abstract>
</publication>
<publication>
	<authors>Argelaguet F., Andujar C. and Trueba R. </authors>
	<title>Overcoming Eye-Hand Visibility Mismatch in 3D Pointing Selection  </title>
	<where>VRST: ACM,  </where>
	<year> 2008 </year>
	<A href="papers/Overcoming.pdf">PDF</A>
	<image src="images/papers/Overcoming.jpg"> </image>
	<abstract>Most pointing techniques for 3D selection on virtual environments
rely on a ray originating at the user’s hand whose direction is controlled
by the hand orientation. In this paper we study the potential
mismatch between visible objects (those which appear unoccluded
from the user’s eye position) and selectable objects (those which
appear unoccluded from the user’s hand position). We study the
impact of such eye-hand visibility mismatch on selection performance,
and propose a new technique for ray control which attempts
to overcome this problem. We present an experiment to compare
our ray control technique with classic raycasting in selection tasks
with complex 3D scenes. Our user studies show promising results
of our technique in terms of speed and accuracy. 
	</abstract>
</publication>
<publication>
	<authors> Argelaguet F. and Andujar C.</authors>
	<title> Improving 3D Selection in VEs through Expanding Targets and Forced Disocclusion </title>
	<where> SmartGraphics, vol. 5166, pp. 45-47, </where>
	<year> 2008 </year>
	<A href="papers/Improving.pdf">PDF</A>
	<image src="images/papers/Improving.jpg"> </image>
	<abstract> In this paper we explore the extension of 2D pointing facilitation
techniques to 3D object selection. We discuss what problems must
be faced when adapting such techniques to 3D interaction on VR applications,
and we propose two strategies to adapt the expanding targets
approach to the 3D realm, either by dynamically scaling potential targets
or by using depth-sorting to guarantee that potential targets appear
completely unoccluded. We also present three experiments to evaluate
both strategies in 3D selection tasks with multiple targets at varying densities.
Our user studies show promising results of 3D expanding targets
in terms of error rates and, most importantly, user acceptance.
	</abstract>
</publication>
<publication>
	<authors> Vazquez P., Monclus E. and Navazo I.</authors>
	<title>Representative Views and Paths for Volume Models </title>
	<where> SmartGraphics, </where>
	<year> 2008 </year>
	<A href="papers/views.pdf">PDF</A>
	<image src="images/papers/views.jpg"> </image>
	<abstract>
	Volume data models are becoming larger and larger as the capture
technology improves. Thus, their visualization requires high computational power.
The automatic presentation of volume models through representative images and/or
exploration paths becomes more and more useful. Representative views are also
useful for document illustration, fast data quality evaluation, or model libraries
documentation. Exploration paths are also useful for video demonstrations and
previsualization of captured data. In this paper we present a fast, adaptive method
for the selection of representative views and the automatic generation of exploration
paths for volume models. Our algorithm is based on multi-scale entropy
and algorithmic complexity. These views and paths reveal informative parts of a
model given a certain transfer function. We show that our method is simple and
easy to incorporate in medical visualization tools. 
	</abstract>
</publication>
<publication>
	<authors>Diaz J., Yela H. and Vazquez P. </authors>
	<title> Vicinity Occlusion Maps </title>
	<where> Computer Graphics International, </where>
	<year> 2008 </year>
	<A href="papers/vicinity.pdf">PDF</A>
	<image src="images/papers/vicinity.jpg"> </image>
	<abstract>Volume models often show high depth com-
plexity. This poses di±culties to the observer in judging
the spatial relationships accurately. Illustrators usually
use certain techniques such as halos or edge darkening in
order to enhance depth perception of certain structures.
Halos may be dark or light, and even colored. Halo con-
struction on a volumetric basis impacts rendering perfor-
mance due to the complexity of the construction process.
In this paper we present Vicinity Occlusion Maps: a sim-
ple and fast method to compute the light occlusion due
to neighboring voxels. Vicinity Occlusion Maps may be
used to generate flexible halos around objects or selected
structures in order to enhance depth perception or ac-
centuate the presence of some structures in volumetric
models at a low cost. The user may freely select the struc-
ture that requires the halos to be generated, its color and
size, and our proposed application generates those in real
time. They may also be used to perform vicinity shading
in realtime, or even to combine both efects.
		</abstract>
</publication>
<publication>
	<authors>Vazquez P. </authors>
	<title> Automatic Light Source Placement for Maximum Visual
Information Recovery </title>
	<where> Computer Graphics Forum, 2, pag 143-156, </where>
	<year> 2007 </year>
	<A href="papers/lightPlacement.pdf">PDF</A>
	<image src="images/papers/lightPlacement.jpg"> </image>
	<abstract>
	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, it
is often difficult to establish a measure that brings it to the practice. Commonly, two kinds of viewing parameters
must be set: camera parameters (position and orientation) and lighting parameters (number of light sources, its
position and eventually the orientation of the spot). The first ones will determine how much of the geometry can
be captured and the latter will influence on how much of it is revealed (i. e. illuminated) to the user. Unfortunately,
ensuring that certain parts of a scene are lit does not make sure that the details will be communicated to the user, as
the amount of illumination might be too small or too high. In this paper we define a metric to calculate the amount
of information relative to an object that is effectively communicated to the user given a fixed camera position. This
measure is based on an information-based concept, the Shannon entropy, and will be applied to the problem of
automatic selection of light positions in order to adequately illuminate an object. In order to validate the results,
we have carried out an experiment on users, this experiment helped us to explore other related measures. 
	</abstract>
</publication>
<publication>
	<authors>Monclus E., Navazo I. and Vazquez P. </authors>
	<title> MTCut: GPU-based Marching Tetra Cuts </title>
	<where>Theory and Practice of Computer Graphics,</where>
	<year> 2007 </year>
	<A href="papers/MTCut.pdf">PDF</A>
	<image src="images/papers/MTCut.jpg"> </image>
	<abstract> 
	Isosurface construction and rendering based on tetrahedral grids has been adequately implemented on programmable
graphics hardware. In this paper we present MTCut: a volume cutting algorithm that is able to cut
isosurfaces obtained by a Marching Tetrahedra algorithm on volume data. It does not require a tetrahedal representation
and runs in real time for complex meshes of up to 1.8M triangles. Our algorithm takes as input the
isosurface to be cut, and produces the cut geometry in response to the user interaction with a haptic device. The
result is a watertight manifold model that can be interactively recovered back to CPU upon user request.
	</abstract>
</publication>
<!--<publication>
	<authors> Vazquez P. and Balsa M.</authors>
	<title> Rendering Falling Leaves on Graphics Hardware </title>
	<where> Journal of Virtual Reality and Broadcasting , </where>
	<year> 2008 </year>
	<A href="papers/RenderingFalling.pdf">PDF</A>
	<image src="images/papers/RenderingFalling.jpg"> </image>
	<abstract>
	There is a growing interest in simulating natural phenomena
in computer graphics applications. Animating
natural scenes in real time is one of the most challenging
problems due to the inherent complexity of their
structure, formed by millions of geometric entities,
and the interactions that happen within. An example
of natural scenario that is needed for games or simulation
programs are forests. Forests are difficult to render
because the huge amount of geometric entities and
the large amount of detail to be represented. Moreover,
the interactions between the objects (grass, leaves) and
external forces such as wind are complex to model. In
this paper we concentrate in the rendering of falling
leaves at low cost. We present a technique that exploits
graphics hardware in order to render thousands
of leaves with different falling paths in real time and
low memory requirements. 
	</abstract>
</publication>-->

<publication>
	<authors> Vazquez P. and Balsa M.</authors>
	<title> Real Time Falling Leafs </title>
	<where> Theory and Practice in Computer Graphics (GRAPP), </where>
	<year> 2007 </year>
	<A href="papers/FallingLeafs.pdf">PDF</A>
	<image src="images/papers/FallingLeafs.jpg"> </image>
	<abstract>
	There is a growing interest in simulating natural phenomena in computer graphics applications. Animating
natural scenes in real time is one of the most challenging problems due to the inherent complexity of their
structure, formed by millions of geometric entities, and the interactions that happen within. An example of
natural scenario that is needed for games or simulation programs are forests. Forests are difficult to render
because the huge amount of geometric entities and the large amount of detail to be represented. Moreover,
the interactions between the objects (grass, leafs) and external forces such as wind are complex to model. In
this paper we concentrate in the rendering of falling leafs at low cost. We present a technique that exploits
graphics hardware in order to render thousands of leafs with different falling paths at real time and low memory
requirements. 
	</abstract>
</publication>
<publication>
	<authors> Vazquez P., Götzelmann T., Hartmann K., Nürnberger A. and Strothotte1 T.</authors>
	<title> Correlating Text and Images: Concept and Evaluation </title>
	<where> </where>
	<year> 2007 </year>
	<A href="papers/Correlating.pdf">PDF</A>
	<image src="images/papers/Correlating.jpg"> </image>
	<abstract>
	This paper presents the concept and an evaluation of a novel approach
to support students to understand complex spatial relations and to learn unknown
terms of a domain-specific terminology with coordinated textual descriptions and
illustrations. Our approach transforms user interactions into queries to an information
retrieval system. By selecting text segments or by adjusting the view to
interesting domain objects, learners can request additional contextual information.
Therefore, the system uses pre-computed multi-level representations of the
content of explanatory text and of views on 3D models to suggest textual descriptions
or views on 3D objects that might support the current learning task.
Our experimental application is evaluated by a user study that analyzes (i) similarity
measures that are used by the information retrieval system to coordinate
the content of descriptive texts and computer-generated illustrations and (ii) the
impact of the individual components of these measures. Our study revealed that
the retrieved results match the preferences of the users. Furthermore, the statistical
analysis suggests a rough value to cut-off retrieval results according to their
relevancy. 
	</abstract>
</publication>
<publication>
	<authors> Vazquez P., Götzelmann T., Hartmann K.,Germer T., Nürnberger A. and Strothotte T.</authors>
	<title> Mutual Text-Image Queries </title>
	<where> SCCG, </where>
	<year> 2007 </year>
	<A href="papers/Mutual.pdf">PDF</A>
	<image src="images/papers/Mutual.jpg"> </image>
	<abstract> 
	This paper presents a novel approach to support students to learn a
comprehensive domain-specific terminology and to understand textual
descriptions of complex-shaped objects. We implemented an
experimental system where learners can interactively explore textual
descriptions and 3D visualizations. We propose a method for
hierarchical content representations of text documents and views
on 3D models. Based on these data structures, user interactions on
texts and interactive 3D visualizations are transformed into queries
to an information retrieval system. This enables us to coordinate
the content of both media, to focus the attention of the user on
the most salient graphical objects, and to suggest potential relevant
text segments in large text documents and appropriate views
on 3D models to illustrate the spatial relations between the relevant
domain objects of the query. Finally, we demonstrated this concept
in an interactive tutoring environment based on standard textbooks
on human anatomy.
	</abstract>
</publication>
<publication>
	<authors> Vazquez P. and Andujar C.</authors>
	<title> Tessellation-Independent Best View Selection </title>
	<where> 3ia, </where>
	<year> 2007 </year>
	<A href="papers/Tes.pdf">PDF</A>
	<image src="images/papers/Tes.jpg"> </image>
	<abstract> 
	Automatic selection of good views of 3D models is an important problem
with applications in many fields such as scene understanding, imagebased
modeling, and scientific data inspection. Most of the view-quality
measures proposed so far depend in some way on the geometric representation
of object’s surface, as they work upon the faces of the model. Thus,
most approaches are sensitive to the actual representation or level of detail
of the object being analyzed. In this paper we present a new approach
for tessellation-independent viewpoint selection. Our method measures the
quality of a view by examining the information content of the object’s silhouette
together with the information content of its depth map, resulting in
a metric that overcomes the limitations of previous methods, and provides
results more sensitive to human perception.
	</abstract>
</publication>

<publication>
	<authors> Murillo S., Navazo I. and Vinacua A.</authors>
	<title> Registro 3D y 4D de Imágens Cardiacas SPECT </title>
	<where> Actas del XVII Congreso Español de Informatica Gráfica (CEIG'07),
pg 199-208, Eurographics s.e. Zaragoza,  </where>
	<year> 2007 </year>
	<A href="papers/Registro.pdf">PDF</A>
	<image src="images/papers/Registro.jpg"> </image>
	<abstract> 
	Los estudios de cardiología nuclear provenientes
de captaciones cardíacas 4D gated
SPECT (Single Photon Emission Computed
Tomographic) aportan información sobre la
perfusión del ventrículo izquierdo en diferentes
fases del ciclo cardíaco. Para el pronóstico
de la viabilidad del miocardio es importante
comparar la perfusión del miocardio con el paciente
en estado de reposo y en esfuerzo. En
este artículo presentamos un método de registro
para imágenes cardíacas SPECT, basado
en la Información Mutua (IM) como medida
de similitud, que utiliza toda la información
contenida en la captación. Ésta puede representar
un instante del ciclo cardíaco (registro
3D) o una serie temporal de captaciones (registro
4D). La propuesta se basa en un nuevo
método de interpolación que es especialmente
signicativo en el registro de imágenes de baja
resolución. La utilización de toda la informaci
ón disponible en la captación junto con el
nuevo método de interpolación, conducen a un
método de registro eficiente y de alta precisión.
	</abstract>
</publication>

<publication>
	<authors> Andujar C., Boo J., Brunet P., Fairen M., Navazo I., Vazquez P. and Vinacua A.</authors>
	<title> Omni-directional Relief Impostors   </title>
	<where> Computer Graphics Forum, Vol. 26 (3), Eurographics,  </where>
	<year> 2007 </year>
	<A href="ORIs.html">ORIs WebPage</A>
	<A href="papers/ORIs.pdf">PDF</A>
	<image src="ORI/arma2.jpg"> </image>
	<abstract> 
Relief impostors have been proposed as a compact and high-quality representation for high-frequency detail in 3D models. In this paper we propose an algorithm to represent a complex object through the combination of a reduced set of relief maps. These relief maps can be rendered with very few artifacts and no apparent deformation from any view direction. We present an efficient algorithm to optimize the set of viewing planes supporting the relief maps, and an image-space metric to select a sufficient subset of relief maps for each view direction. Selected maps (typically three) are rendered based on the well-known ray-height-field intersection algorithm implemented on the GPU. We discuss several strategies to merge overlapping relief maps while minimizing sampling artifacts and to reduce extra texture requirements. We show that our representation can maintain the geometry and the silhouette of a large class of complex shapes with no limit in the viewing direction. Since the rendering cost is output sensitive, our representation can be used to build a hierarchical model of a 3D scene.
	</abstract>
</publication>

<publication>
	<authors> Andujar C., Fairen M. and Argelaguet F. </authors>
	<title> A Cost-effective Approach for Developing Application-control GUIs for Virtual Environments </title>
	<where> In Proceedings of 3DUI 2006, The 1st IEEE Symposium on 3D User Interfaces,  </where>
	<year> 2006 </year>
	<A href="papers/Cost.pdf">PDF</A>
	<image src="images/papers/Cost.jpg"> </image>
	<abstract> 
This paper  presents a new approach for fast development of
application-control User Interfaces (UIs) for Virtual Environments
(VEs). This approach allows developers to build sophisticated UIs
containing both simple widgets (such as windows, buttons, menus
and sliders) and advanced widgets (such as hierarchical views and
web browsers) with minimum effort. Rather than providing a new
API for defining and managing the interface components, we propose
to extend current 2D toolkits such as Qt so that its full range of
widgets can be displayed and manipulated either as 2D shapes on
the desktop or as textured 3D objects within the virtual world. This
approach allows 3D UI developers to take advantage of the increasing
number of components, layout managers and graphical design
tools provided by 2D UI toolkits. Resulting programs can run on
platforms ranging from fully immersive systems to generic desktop
workstations with little or no modification. The design of the
system and the key features required on the host UI toolkit are presented
and discussed. A prototype system has been implemented
above Qt and evaluated on a 4-sided CAVE. The results indicate
that this approach provides an efficient and cost-effective way for
porting and developing application-control GUIs on VEs and thus
it can greatly enhance the possibilities of many VE applications.
	</abstract>
</publication>

<publication>
	<authors> Andujar C., Brunet P., Chica A., Rossignac J., Navazo I. and Vinacua A. </authors>
	<title> Optimizing the topological and combinational complexity of isosurfaces </title>
	<where> Computer-Aided Design,  37 (8),  pp.847-857, </where>
	<year> 2005 </year>
	<A href="papers/Minimac.pdf">PDF</A>
	<image src="images/papers/Minimac.jpg"> </image>
	<abstract> 
	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 a cube may be computed independently
of what happens in the other cubes, provided that the constructions for each pair of neighboring cubes
agree along their common face. The portion of the isosurface associated with a cube may consist of one
or more connected components, which we call sheets. The topology and combinatorial complexity of
the isosurface is influenced by three types of decisions made during its construction: (1) how to connect
the four intersection points on each ambiguous face, (2) how to form interpolating sheets for cubes with
more than one loop, and (3) how to triangulate each sheet. To determine topological properties, it is
only relevant whether the samples are inside or outside the object, and not their precise value, if there
is one. Previously reported techniques make these decisions based on local â€”per cubeâ€” criteria, often
using precomputed look-up tables or simple construction rules. Instead, we propose global strategies for
optimizing several topological and combinatorial measures of the isosurfaces: triangle count, genus, and
number of shells. We describe efficient implementations of these optimizations and the auxiliary data
structures developed to support them.
	</abstract>
</publication>

<publication>
	<authors> Vazquez P. and Sbert M.</authors>
	<title> Bandwidth Reduction for Remote Navigation Systems Through View Prediction and Progressive Transmission </title>
	<where> Future Generation Computer Systems International Journal.  20 (8),  1251-1262, </where>
	<year> 2004 </year>
	<A href="papers/BandWRedFGCS03.pdf">PDF</A>
	<image src="images/papers/BandWRed.jpg"> </image>
	<abstract> 
This paper explores a set of techniques to reduce the bandwidth required by remote navigation systems. These systems, such as exploration of virtual 3D worlds or remote surgery, usually require higher bandwidth than the Internet connection commonly available at home.
Our system consists of a client PC equipped with a graphics card, and a remote high-end server. The server hosts the remote environment and does the actual rendering of the scenes for several clients, and the new image is passed to them. This scheme is suitable when the data has a copyright or when its size may exceed the rendering capabilities of the client. The general scheme is the following: each time the position changes, the new view is predicted by both the client and the server and the difference information between the predicted view and the correct one is sent to the client. To reduce bandwidth two kind of improvements can be made: improve the prediction method, and improve the transmission system. We present here two groups of techniques: First, a set of lossless methods which achieve reductions of up to a 9:1 ratio. These are a combination of a two level forward warping, that takes advantage of spatial coherence, and a masking method, which allows transmitting only the information that really needs to be updated. Second, a set of lossy methods suitable for very low bandwidth environments which involve both progressive transmission and image reuse. They consider relevant parameters such as the number of pixels, the amount of information they provide, and their colour deviation in order to create a strategy for prioritizing the information transmission. This system allows improving up to an additional 4:1 ratio. The quality of the generated images is very high, and often indistinguishable from the correct ones. These techniques can be applied to head-mounted displays or any remote navigation software.
	</abstract>
</publication>

<publication>
	<authors> Patow G., Pueyo X. and Vinacua A. </authors>
	<title> Reflector Design From Radiance Distributions </title>
	<where> Journal of Shape Modelling,  10 (2),  pp. 211-235, </where>
	<year> 2004 </year>
	<A href="papers/Reflector.pdf">PDF</A>
	<image src="images/papers/Reflector.jpg"> </image>
	<abstract> 
This paper proposes a technique for the design of reflector 
shapes from prescribed optical properties (far field radiance 
distribution) and geometrical constraints, which is of high 
importance in the field of Lighting Engineering, more specifically for 
Luminaire Design. 
The reflector shape to be found is just a part of a set of pieces 
of what is known in lighting engineering as an optical set, and is composed of a 
lamp (light source), a reflector, a holding case and a glass that protects the 
system from dust and other environmental phenomena. Thus, we aim at 
the design and development of a system capable of generating a 
reflector shape in a way such that the optical set emits a given, user 
defined, far field radiance distribution. This problem can be put in 
the mathematical context of inverse problems, which refer to all the 
problems where, contrary to what happens with traditional direct 
problems, several aspects of the scene are unknown. Then, the 
algorithm is allowed to work backwards to establish the missing 
parameters. In order to do so, light propagation inside and outside 
the optical set must be computed and the resulting radiance 
distribution compared to the desired one. Finally, constraints on the 
shape imposed by industry needs must be taken into account, bounding the 
set of possible shape definitions. The general approach taken is based 
on a minimization procedure on the space of possible reflector 
shapes. The algorithm moves towards minimizing the distance, in the 
l^2 metric, between the resulting illumination far from the 
reflector and a prescribed, ideal optical radiance distribution 
specified at the far field by the user. 
	</abstract>
</publication>

<publication>
	<authors> Andujar C., Vazquez P. and Fairen M. </authors>
	<title> Way-Finder: guided tours through complex walkthrough models </title>
	<where> Computer Graphics Forum,  23 (3),  pp. 499-508, </where>
	<year> 2004 </year>
	<A href="papers/WayFinder.pdf">PDF</A>
	<image src="images/papers/WayFinder.jpg"> </image>
	<abstract> 
The exploration of complex walkthrough models is often a difficult task due to the presence of densely occluded
regions which pose a serious challenge to online navigation. In this paper we address the problem of algorithmic
generation of exploration paths for complex walkthrough models.We present a characterization of suitable properties
for camera paths and we discuss an efficient algorithm for computing them with little or no user intervention.
Our approach is based on identifying the free-space structure of the scene (represented by a cell and portal graph)
and an entropy-based measure of the relevance of a view-point. This metric is key for deciding which cells have to
be visited and for computing critical way-points inside each cell. Several results on different model categories are
presented and discussed.
	</abstract>
</publication>

<publication>
	<authors> Sainz M., Pajarola R., Susin A. and Mercade A. </authors>
	<title> SPOC: Simple Point-Based Object Capturing </title>
	<where> IEEE Journal of Computer Graphics and Applications,  24 (4),  pp. 24-33, </where>
	<year> 2004 </year>
	<A href="papers/SPOC.pdf">PDF</A>
	<image src="images/papers/SPOC.jpg"> </image>
	<abstract> 
Point-based object representations are a powerful alternative to traditional polygonal object representations.
Points are, in fact, the natural raw output data from the capturing
stage in most 3D geometry acquisition systems. Capturing 3D geometry is
a mission- critical content acquisition technique in application domains
such as virtual reality, CAD/CAM, and physical asset management. The
advantage in reducing the geometry to points is that it permits various
processing and display simpliÃžcations. Furthermore, a closed and
continuous surface may not always be necessary for the visualization
tasks involved in a given application. However, generating usable
point-based models isn't easy, particularly with a system built around
simple, low-cost components. In this paper, we describe SPOC, a simple,
point-based object capturing system we've geometry for point-based image
rendering. We also identify the problems involved and describe the
technical solutions we've implemented. Finally, we address several
algorithmic issues in capturing point models using a simple digital
camera and turntable setup, and in processing and rendering point
clouds.
	</abstract>
</publication>

<publication>
	<authors> Fairen M., Brunet P. and Techmann T. </authors>
	<title> Mini-VR: A Portable Virtual Reality System </title>
	<where> Computers and Graphics,  28 (2),  pp. 289-296, </where>
	<year> 2004 </year>
	<A href="papers/Mini-VR.pdf">PDF</A>
	<image src="images/papers/MiniVR.jpg"> </image>
	<abstract> 
	This is a new virtual reality system designed to be small enough to be totally portable. It is a semiimmersive
interaction system based on a movable stereoscopic projection screen with a tracking system to capture the
movement of the screen with respect to the virtual model. The system can be used for cooperative inspection of very
complex computer-aided design environments, allowing very simple interaction among users and designers at distant
locations.
</abstract>
</publication>

<publication>
	<authors> Andujar C., Brunet P., Chica A., Navazo I., Rossignac J. and Vinacua A. </authors>
	<title> Computing Maximal Tiles and Application to Impostor-Based Simplification </title>
	<where> Computer Graphics Forum,  23 (3),  pp. 401-410, </where>
	<year> 2004 </year>
	<A href="papers/MaxTilesWeb.pdf">PDF</A>
	<image src="images/papers/MaximalTiles.jpg"> </image>
	<abstract> 
	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 the object (called sticks). Using a voting-based approach, we compute the plane that
slices the largest number of sticks and is orientation-compatible with these sticks. The robustness and efficiency of
our approach rests on the use of two different parameterizations of the planes with suitable properties. The first of
these is exact and is used to retrieve precomputed local solutions of the problem. The second one is discrete and
is used in a hierarchical voting scheme to compute the global maximum. This problem has diverse applications
that range from finding object signatures to generating simplified models. Here we demonstrate the merits of the
algorithm for efficiently computing an optimized set of textured impostors for a given polygonal model.
</abstract>
</publication>

<publication>
<authors> Boada I. and Navazo I.</authors>
	<title> 3D texture-based hybrid visualizations </title>
	<where> Computers and Graphics,  27 (1),  pp. 41-49, </where>
	<year> 2003 </year>
	<A href="papers/Hybrid.pdf">PDF</A>
	<image src="images/papers/Hybrid.jpg"> </image>
	<abstract> 
In this paper, the visualization of hybrid scenes that contain volume data and a fitted extracted surface is addressed.
The proposed algorithm is based on a integrated octree-based representation: the "hybrid octree". The hybrid octree
allows to obtain multiresolution representation of the volume data and it also maintains a decimated surface
codification. The proposed visualization approach uses three-dimensional-textures for the visualization of the volume
data and integrates the surface polygons using the information represented in the octree structure. The main
characteristics of the method are: its capabilities to perform multiresolution hybrid visualizations and its efficient use of
texture memory space.
</abstract>
</publication>

 <publication>
<authors>  Navazo I., Rossignac J., Jou J. and Shariff R. H. </authors>
	<title> ShieldTester: Cell-to-Cell Visibility test for Surface Occluders </title>
	<where> Computer Graphics Forum,  22 (3),  pp. 291-302, </where>
	<year> 2003 </year>
	<A href="papers/ShieldTester.pdf">PDF</A>
	<image src="images/papers/ShieldTester.jpg"> </image>
	<abstract> 
We present an algorithm to generate a cell-and-portal decomposition of general indoor scenes. The method is an adaptation of the 3D watershed transform, computed on a distance-to-geometry sampled field. The watershed is processed using a flooding analogy in the distance field space. Flooding originates from local minima, each minimum producing a region. Portals are built as needed to avoid the merging of regions during their growth. As a result, the cell-and-portal decomposition is closely linked to the structure of the models. In a building, the algorithm finds all the rooms, doors and windows. To restrict the memory load, a hierarchical implementation of the algorithm is presented. We also explain how to handle possible model degeneracies -such as cracks, holes and interpenetrating geometries- using a pre-voxelisation step. The hierarchical algorithm, preceded when necessary by the pre-voxelisation, was tested on a large range of models. We show that it is able to deal with classical architectural models, as well as cave-like environments and large mixed indoor/outdoor scenes. Thanks to the intermediate distance field representation, the algorithm can be used regardless of the way the model is represented: it deals with parametric curves, implicit surfaces, volumetric data and polygon soups in a unified way.
</abstract>
</publication>

 <publication>
<authors>  Vazquez P., Feixas M., Sbert M. and Heidrich W. </authors>
	<title> Automatic View Selection Using Viewpoint Entropy and its Application to Image-Based Rendering </title>
	<where> Computer Graphics Forum,  22(4),  pp. 689-700, </where>
	<year> 2003 </year>
	<A href="papers/Automatic.pdf">PDF</A>
	<image src="images/papers/Automatic.jpg"> </image>
	<abstract> 
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. This allows to obtain realistic renderings even with modest resources. The main problem is the amount of data needed, mainly due to the high redundancy and the high computational cost of capture. In this paper we present a new method to automatically determine the correct camera placement positions in order to obtain a minimal set of views for Image-Based Rendering. The input is a 3D polyhedral model including textures and the output is a set of views that sample all visible polygons at an appropriate rate. The viewpoints should cover all visible polygons with an adequate quality, so that we sample the polygons at sufficient rate. This permits to avoid the excessive redundancy of the data existing in several other approaches. We also reduce the cost of the capturing process, as the number of actually computed reference views decreases. The localization of interesting viewpoints is performed with the aid of an information theory-based measure, dubbed viewpoint entropy. This measure is used to determine the amount of information seen from a viewpoint. Next we develop a greedy algorithm to minimize the number of images needed to represent a scene. In contrast to other approaches, our system uses a special preprocess for textures to avoid artifacts appearing in partially occluded textured polygons. Therefore no visible detail of these images is lost. </abstract>
</publication>

 <publication>
<authors>  Franquesa M. and Brunet P. </authors>
	<title> Collision Prediction Using MKtrees </title>
	<where> Winter School on Computer Graphics. WSCG'04,  </where>
	<year> 2004 </year>
	<A href="papers/Collision.pdf">PDF</A>
	<image src="images/papers/Collision.jpg"> </image>
	<abstract> 
In this paper, the collision prediction between polyhedra under screw motions and a static scene using a new
K dimensional tree data structure (Multiresolution Kdtree, MKtree) is introduced. In a complex scene
containing a high number of individual objects, the MKtree represents a hierarchical subdivision of the scene
objects that guarantees a small space overlap between node regions. The proposed MKtree data structure
succeeds in performing simultaneously space and scene subdivision. MKtrees are useful for broad phase
collision and proximity detection tests and for time-critical rendering in large environments requiring external
memory storage. The paper proposes an efficient broad phase collision prediction algorithm. Examples in ship
design applications are presented and discussed. </abstract>
</publication>

 <publication>
<authors>  Theoktisto V. and Fairen M. </authors>
	<title> Enhancing Collaboration in Virtual Reality Applications </title>
	<where> Computers and Graphics, vol: 5, num: 29,  </where>
	<year> 2004 </year>
	<A href="papers/CAG.pdf">PDF</A>
	<image src="images/papers/Extending.jpg"> </image>
	<abstract> 
	We derive a complete component framework for transforming
standalone VR applications into full-fledged
multithreaded Collaborative Virtual Reality Environments
(CVREs), after characterizing existing implementations
into a feature-rich superset. Our main contribution is
placing over the existing VR tool a very concise and
extensible class framework as an add-on component that
provides emerging collaboration features. The enhancements
include: a scalable arbitrated peer-to-peer topology
for scene sharing; multi-threaded components for graphics
rendering, user interaction and network communications;
a streaming message protocol for client communications;
a collaborative user interface model for session handling;
and interchangeable user roles with multi-camera perspectives,
avatar awareness and shared 3D annotations. We
validate the framework by converting the existing ALICE
VR Navigator into complete CVRE, with experimental
results showing good performance in the collaborative
inspection and manipulation of complex models.
</abstract>
</publication>

<publication>
<authors>  Sainz M., Susin A. and Bagherzadeh N. </authors>
	<title> Camera Calibration of Long Image Sequences with the Presence of Occlusions </title>
	<where> International Conference in Image Processing, </where>
	<year> 2003 </year>
	<A href="papers/Camera.pdf">PDF</A>
	<image src="images/papers/Camera.jpg"> </image>
	<abstract> 
	Camera calibration is a critical problem in application such as augmented reality and image based model reconstruction. When constructing a 3D model of an object from an uncalibrated video sequence, large amounts of frames and self occlusions of parts of the object are common and difficult problems. In this paper we present a fast and robust algorithm that uses a divide and conquer strategy to split the video sequence into sub-sequences containing only the most relevant frames. Then a robust stratified linear based algorithm is able to calibrate each of the sub-sequences to a metric structure and finally the sub-sequences are merged together and a final non-linear optimization refines the solution. Examples of the real data reconstructions are presented.
	</abstract>
</publication>

<publication>
<authors>  Vazquez .P and Sbert M.</authors>
	<title> Fast adaptive selection of best views </title>
	<where> Conference on Computational Science and its Applications, ICCSA'2003. (LNCS 2669), </where>
	<year> 2003 </year>
	<A href="papers/FastAdaptive.pdf">PDF</A>
	<image src="images/papers/FastAdaptive.jpg"> </image>
	<abstract> 
Automatic computation of best views of objects is very userful. For exemple, they can be used as the starting point of a scene exploration, or to enrich galleries of objects available through the Internet; adding a good image to a model may give a good idea of it before deciding to download. To select the most interesting viewpoint of an object, we use the so-called viewpoint entropy. We assume the best view is the one which gives the most information of the object being inspected. In this paper we present an adaptive method to compute best views. Our adaptive scheme allows to improve over other approaches with ratios of up to 360:1 on the selection of best views, and therefore achieve a nearly interactive rate.  
	</abstract>
</publication>

<publication>
<authors>  Esteve J.,  Brunet P. and Vinacua A.</authors>
	<title> Multiresolution For Algebraic Curves and Surfaces Using Wavelets </title>
	<where> Computer Graphics Forum,  20 (1),  47-58, </where>
	<year> 2001 </year>
	<A href="papers/Multiresolution.pdf">PDF</A>
	<image src="images/papers/Multiresolution.jpg"> </image>
	<abstract> 
	This paper describes a multiresolution method for implicit curves and surfaces. The method is based on wavelets,
and is able to simplify the topology. The implicit curves and surfaces are defined as the zero-valued piece-wise
algebraic isosurface of a tensor-product uniform cubic B-spline. A wavelet multiresolution method that deals with
uniform cubic B-splines on bounded domains is proposed. In order to handle arbitrary domains the proposed
algorithm dynamically adds appropriate control points and deletes them in the synthesis phase
	</abstract>
</publication>

<publication>
<authors>  Brunet P., Navazo I., Rossignac J. and Saona C. </authors>
	<title> Hoops:  3D Curves as Conservative Occluders for Cell-Visibility </title>
	<where> Computer Graphics Forum,  20 (1),  47-58, </where>
	<year> 2001 </year>
	<A href="papers/Hoops.pdf">PDF</A>
	<image src="images/papers/Hoops.jpg"> </image>
	<abstract> 
	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 be shifted from the occluders to their umbra with no loss of efficiency, and use this property
to show how some special non-planar, non-convex closed polylines that we call "hoops" can be used to compute
occlusion efficiently for objects that have no large interior convex sets and were thus rejected by previous
approaches.
	</abstract>
</publication>

<publication>
<authors>  Boada I., Navazo I. and Scopigno R.</authors>
	<title> Multiresolution Volume Visualization with a Texture-based Octree </title>
	<where> Visual Computer,  17 (3), pp. 185-197, </where>
	<year> 2001 </year>
	<A href="papers/Multiresolution2.pdf">PDF</A>
	<image src="images/papers/Multiresolution2.jpg"> </image>
	<abstract> 
	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 approach. The hierarchical
approach benefits nearly homogeneous
regions and regions of lower interest. The proposed
algorithm is based on a simple traversal
of the octree representation of the volume data.
Driven by a user-defined image quality, defined
as a combination of data homogeneity and importance,
a set of octree nodes (the cut) is selected
to be rendered. The degree of accuracy applied
for the representation of each one of the nodes
of the cut in the texture memory is set independently
according to the user-defined parameters.
The variable resolution texture model obtained
reduces the texture memory size and thus texture
swapping, improving rendering speed.
	</abstract>
</publication>

<publication>
<authors>  Andujar C., Ayala D. and Brunet P. </authors>
	<title> Topology Simplification through Discrete Models </title>
	<where> ACM Transactions on Graphics, 20 (6), pp. 88-105,</where>
	<year> 2002 </year>
	<A href="papers/Topology.pdf">PDF</A>
	<image src="images/papers/Topology.jpg"> </image>
	<abstract> 
	This paper presents a new approach for generating coarse-level approximations of topologically complex models. Dramatic
topology reduction is achieved by converting a 3D model to and from a volumetric representation. Our approach produces valid,
error-bounded models and supports the creation of approximations that do not interpenetrate the original model, either being
completely contained in the input solid or bounding it. Several simple to implement versions of our approach are presented
and discussed. We show that these methods perform significantly better than other surface-based approaches when simplifying
topologically-rich models such as scene parts and complex mechanical assemblies.
	</abstract>
</publication>

<publication>
	<authors> Andujar C., Fairen M. and Brunet P. </authors>
	<title> Affordable Immersive Projection System for 3D Interaction </title>
	<where>  </where>
	<year>  2001 </year>
	<A href="papers/SIACG-02.pdf">PDF</A>
	<image src="images/papers/SIACG-02.jpg"> </image>
	<abstract> This paper describes an affordable Virtual Reality system designed and developed by a group of researchers
at the Polytechnic University of Catalunya (UPC). The system allows direct selection and manipulation of
virtual 3D objects. The interaction is based on stereoscopic images projected over the user's working space
and on devices tracking the user's natural movements. The system includes a screen being adjustable both
in orientation and height, sensors tracking the head and hand movements, and a tactile device for the
forefinger providing touch sense. A prototype of the system is currently exhibited at the Virtual Reality
Center of Barcelona and it is being used in different application fields like architecture, medicine and
industrial design.
	</abstract>
</publication>

<publication>
	<authors> Rodriguez J.A., Brunet P., Ezquerra N. and Palomar J. E. </authors>
	<title> A Virtual Reality approach to progressive lenses simulation </title>
	<where> CEIG'2005,  </where>
	<year>  2005 </year>
	<A href="papers/Indo.pdf">PDF</A>
	<image src="images/papers/Indo.jpg"> </image>
	<abstract> 
	Progressive lenses are lenses that allow focusing objects at any
distance. The main problem of these lenses is the arise of marginal
zones that present aberrations in which vision is defective. The
interest of our research is to study the perceptual effect of these
distortions using Virtual Reality techniques. To achieve this goal we
are developing a lens simulator that permits having a correct
perception of the lens aberrations. We will also perform an usability
test that will let us find out if users have the same perception with
real lenses and with the simulation.
	</abstract>
</publication>

<publication>
	<authors> Rodriguez J., Sainz M. and Susin A. </authors>
	<title> Fast Cloth Simulation on Moving Humanoids</title>
	<where> Short presentations EG'05, pp 85-88,  </where>
	<year>  2005 </year>
	<A href="papers/Cloth.pdf">PDF</A>
	<image src="images/papers/GPU.jpg"> </image>
	<abstract> 
	In this paper we present a very fast method for body-cloth animation. The usual bottle-neck in cloth simulation
performance is collision detection, which becomes more difficult to solve when a complex geometry, like a human
body, is involved. Recent image based methods, that use depth images to detect collisions, usually relays on CPU
for collision correction. In our work we implement a GPU based simulation that takes care both of cloth simulation
and body-cloth collisions when the humanoid is moving. Our solution is based on a hierarchic depth map structure.
A high frame rate is obtained with both structured and unstructured cloth meshes with thousands of particles.
	</abstract>
</publication>

<publication>
	<authors> Garcia O. and Susin A. </authors>
	<title> Left Ventricle Volume Estimation From 3D SPECT Reconstruction </title>
	<where>  IEEE Computers in Cardiology 2002. vol. 29, pp 621/624, </where>
	<year>  2002 </year>
	<A href="papers/Left.pdf">PDF</A>
	<image src="images/papers/Left.jpg"> </image>
	<abstract> 
Our approach describes the three-dimensional
reconstruction of the internal and external surfaces of the
human's left ventricle from actual SPECT data.
The reconstruction is a first process fitting in a
complete VR application that will serve as an important
diagnosis tool for hospitals.
Beginning with the surfaces reconstruction, the
application will provide volume and interactive real-time
manipulation with the model. We focus on speed,
precision and smoothness for the final surfaces.
We present several recoveries with non-missing data
and partial missing data, performed using different
fillings for a PHANTOM test volume. We also present a
reconstructed cardiac cycle from an actual patient data,
all along with its associated ejection fraction estimation.
	</abstract>
</publication>

<publication>
	<authors> Mero M.G. and Susin A. </authors>
	<title> 3D Deformable Multiresolution Interactive LV Model</title>
	<where> IEEE Computers in Cardiology 2002. vol. 29,pp 617/620, </where>
	<year>  2002 </year>
	<A href="papers/Deformables.pdf">PDF</A>
	<image src="images/papers/Deformables.jpg"> </image>
	<abstract> 
In this paper , we enhance existing techniques for
simulating flexible volumetric objects. The idea is to
use a mixed model of Finite Element and Mesh Free
Methods. From this approach we will be able to build
a 3D deformable model which can be included in a
general application of virtual reality for a medical surgery
simulator. The final model will be the heart of a patient
builded from their actual SPECT data. The mixed approach
allow us to construct a multiresolution model that can be
used to obtain real time response when an external user
interacts with the model.
	</abstract>
</publication>

<publication>
	<authors> Chica A., Williams J., Andujar C., Brunet P., Navazo I., Rossignac J. and Vinacua A. </authors>
	<title> Pressing: Smooth Isosurfaces with Flats from Binary Grids</title>
	<where> LSI Research Report (LSI-06-9-R),  </where>
	<year>  2006 </year>
	<A href="papers/Pressing.pdf">PDF</A>
	<image src="images/papers/Pressing.jpg"> </image>
	<abstract> 
We explore the automatic recovery of solids from their volumetric discretizations. In particular, we propose an
approach, called Pressing, for smoothing isosurfaces extracted from binary volumes while recovering their large
planar regions (flats). Pressing yields a surface that is guaranteed to contain the samples of the volume classified
as interior and exclude those classified as exterior. It uses global optimization to identify flats and constrained
bilaplacian smoothing to eliminate sharp features and high-frequencies from the rest of the isosurface. It recovers
sharp edges between flat regions and between flat and smooth regions. Hence, the resulting isosurface is usually
a much more accurate approximation of the original solid than isosurfaces produced by previously proposed
approaches. Furthermore, the segmentation of the isosurface into flat and curved faces and the sharp/smooth
labelling of their edges may be valuable for shape recognition, simplification, compression, and various reverse
engineering and manufacturing applications.
	</abstract>
</publication>

<publication>
	<authors> Esteve J., Brunet P. and Vinacua A.</authors>
	<title>Approximation of a variable density cloud of points by shrinking a discrete membrane </title>
	<where> Computer Graphics Forum, Volume 24 , Number 4 ,pp 791-808, </where>
	<year>  2005 </year>
	<A href="papers/Aprox.pdf">PDF</A>
	<image src="images/papers/Aprox.jpg"> </image>
	<abstract> 
This paper describes a method to obtain a closed surface that approximates a general 3D data point set with
non-uniform density. Aside from the positions of the initial data points, no other information is used. Particularly,
neither the topological relations between the points nor the normal to the surface at the data points are needed. The
reconstructed surface does not exactly interpolate the initial data points, but approximates them with a bounded
maximum distance. The method allows to reconstruct closed surfaces with arbitrary genus and closed surfaces
with disconnected shells.
	</abstract>
</publication>

<publication>
	<authors> Theoktisto V., Fairen M., Navazo I. and Monclus E. </authors>
	<title>Rendering Detailed Haptic Textures </title>
	<where>Workshop on Virtual Reality Interaction and Physical Simulation,   </where>
	<year>  2005 </year>
	<A href="papers/Rendering.pdf">PDF</A>
	<image src="images/papers/Rendering.jpg"> </image>
	<abstract> 
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
increasing much the complexity or processing cost, at the expense of fidelity of perception. We propose a method
for rendering local height field maps out of an underlying triangle mesh, which relies in a space subdivision
representation based on octrees for collision detection, and rendering individual surface detail by modulating
force response using local height fields. We compare our method against a force mapping implementation for
rendering/perceiving the same models with textures using normal maps. The proposed technique allows for real
time perception of 3D surface detail, allowing the user to perceive the best haptic rendering alternative for a given
model. Some experimental results are presented to show the goodness of the approach.
	</abstract>
</publication>

<publication>
	<authors> Vazquez P., Feixas M., Sbert M. and Llobet A.</authors>
	<title> Realtime automatic selection of good molecular views </title>
	<where>Computers and Graphics,Volume 30, Issue 1, Pages 98-110,  </where>
	<year>  2006 </year>
	<A href="papers/Realtime.pdf">PDF</A>
	<image src="images/papers/Realtime.jpg"> </image>
	<abstract> 
The investigation of molecular structures often requires the use of graphics software
to display different representations of the molecule of interest. Unfortunately,
the commonly available visualization software is generally quite complex and requires
a high degree of expertise for the user to obtain the desired images. Often,
the selection of interesting views implies a considerable time and effort for non experienced
users. Characterizing the desired properties the users may need is often
impossible. In this paper we present a method to automatically determine certain
views of molecules that can be used to study their chemical or physical properties.
We have used Information Theory's Shannon entropy in order to characterize two
kinds of views: views which show most of the structure of a molecule and views
which show a low amount of information of an arrangement of molecules. The first
ones can be used to study the composition of the molecule, that is to study certain
chemical properties. The latter easily show how molecules are ordered in space and
therefore are suitable to infer physical properties of compounds, such as resistance.
Finally, we also present an adaptive, hardware accelerated algorithm that makes use
of the features of graphics cards to make this calculation in realtime. Our method
has proven to give good results as in most cases the views generated by our application
can completely replace human involvement. For highly complex compounds,
they can be either enough, or a good starting point. Often, our application also
provides several views that could be missed by the users.
	</abstract>
</publication>

<publication>
	<authors> Andujar C. and Argelaguet F.</authors>
	<title> Friction surfaces: scaled ray-casting manipulation for interacting with 2D GUIs </title>
	<where> 12th Eurographics Symposium on Virtual Environments, </where>
	<year>  2006 </year>
	<A href="papers/Friction.pdf">PDF</A>
	<image src="images/papers/Friction.jpg"> </image>
	<abstract> 
The accommodation of conventional 2D GUIs with Virtual Environments (VEs) can greatly enhance the possibilities
of many VE applications. In this paper we present a variation of the well-known ray-casting technique for
fast and accurate selection of 2D widgets over a virtual window immersed into a 3D world. The main idea is to
provide a new interaction mode where hand rotations are scaled down so that the ray is constrained to intersect
the active virtual window. This is accomplished by changing the control-display ratio between the orientation of
the user’s hand and the ray used for selection. Our technique uses a curved representation of the ray providing
visual feedback of the orientation of both the input device and the selection ray. The users’ feeling is that they
control a flexible ray that gets curved as it moves over a virtual friction surface defined by the 2D window. We
have implemented this technique and evaluated its effectiveness in terms of accuracy and performance. Our experiments
on a four-sided CAVE indicate that the proposed technique can increase the speed and accuracy of
component selection in 2D GUIs immersed into 3D worlds.
	</abstract>
</publication>

<publication>
	<authors> Murillo S., Navazo I. and Vinacua A.</authors>
	<title>Volume Cardiac SPECT Image Registration </title>
	<where> International Conference on Medical Information Visualisation--BioMedical Visualisation (MedVis), </where>
	<year>  2006 </year>
	<A href="papers/Cardiac.pdf">PDF</A>
	<image src="images/papers/Cardiac.jpg"> </image>
	<abstract> 
The registration of cardiac images is relevant for the diagnosis
of cardiac pathologies. In the case of SPECT (Single
Photon Emission Computer Tomography) datasets, this
is difficult because of the low resolution of the images. In
this paper we present a new registration method for 3D images
with poor resolution. Our method is based on the maximization
of the mutual information (MI) using a new interpolation
method which significantly improves the result of
an MI-based strategy on low resolution images. We also use
a different optimization strategy than other MI-based algorithms,
typically achieving errors of the order of one pixel.
We also discuss experimental results of our method.
	</abstract>
</publication>

<publication>
	<authors> Rodríguez L., Navazo I. and Vinacua A.</authors>
	<title> Data-driven Tetrahedral Mesh Subdivision </title>
	<where> Proceedings of Ibero-American Symposium on Computer Graphics, </where>
	<year>  2006 </year>
	<A href="papers/Data.pdf">PDF</A>
	<image src="images/papers/Data.jpg"> </image>
	<abstract> 
Given a tetrahedral mesh immersed in a voxel model, we present a method to refine the mesh to reduce the discrepancy
between interpolated values based on either scheme at arbitrary locations. An advantage of the method
presented is that it requires few subdivisions and all decisions are made locally at each tetrahedron. We discuss
the algorithm’s performance and applications.
	</abstract>
</publication>

<publication>
	<authors> Esteve J., Vinacua A. and Brunet P.</authors>
	<title> Piecewise algebraic surface computation and fairing from a discrete model </title>
	<where> Report LSI-05-44-R,  </where>
	<year>  2005 </year>
	<A href="papers/Smoothing.pdf">PDF</A>
	<image src="images/papers/Smoothing.jpg"> </image>
	<abstract> 
This paper describes a constrained fairing method for implicit surfaces de¯ned on a
voxelization. This method is suitable for computing a closed smooth surface that approximates
an initial set of face connected voxels. The implicit surface is de¯ned as the zero-set
of a tensor-product uniform cubic Bspline. The fairing process is based on increasing the
Bspline continuity from C2 to C3 on the boundary faces of the voxels. The ¯nal surface
is guaranteed to stab a prede¯ned subset of voxels.
	</abstract>
</publication>

<publication>
	<authors> Andujar C. and Argelaguet F.</authors>
	<title> Virtual Pads: Decoupling Motor Space and Visual Space for Flexible Manipulation of 2D Windows within VEs</title>
	<where> IEEE Symposium on 3D User Interfaces,  </where>
	<year>  2007 </year>
	<A href="papers/virtualPads.pdf">PDF</A>
	<image src="images/papers/virtualPads.jpg"> </image>
	<abstract> 
The ability to access external 2D applications from within 3D
worlds can greatly enhance the possibilities of many VE applications.
In this paper we present a new interaction metaphor for fast,
accurate and comfortable manipulation of external GUIs displayed
as texture-mapped rectangles. The main idea is to decouple the
motor space from the visual space so that the external application
can be manipulated within a user-defined working volume whose
location and size is completely independent from the application’s
visual representation. This decoupling is accomplished through a
virtual pad which receives user actions and maps them into cursor
movements. The main advantage of our approach is that both the
working space and the visual space can be adjusted independently
to suit user preferences. This allows users to seamlessly balance
speed and accuracy without affecting the visual representation of
the application’s GUI. We have implemented an interaction technique
adopting our metaphor in combination with a pointing technique
and we have evaluated its effectiveness in terms of task performance
and user preference. Our experiments indicate that the
proposed technique increases user’s comfort while providing dynamic
management of speed/accuracy tradeoff.
	</abstract>
</publication>

<publication>
	<authors> Andujar C. and Argelaguet F.</authors>
	<title> Anisomorphic ray-casting manipulation for interacting with 2D GUIs</title>
	<where> Computers and Graphics, Volume 31, Issue 1, </where>
	<year>  2007 </year>
	<A href="papers/Aniso.pdf">PDF</A>
	<image src="images/papers/Aniso.jpg"> </image>
	<abstract> 
The accommodation of conventional 2D GUIs with Virtual Environments (VEs) can greatly enhance
the possibilities of many VE applications. In this paper we present a variation of the well-known raycasting
technique for fast and accurate selection of 2D widgets over a virtual window immersed into a
3D world. The main idea is to provide a new interaction mode where hand rotations are scaled down
so that the ray is constrained to intersect the active virtual window. This is accomplished by changing
the control-display ratio between the orientation of the user’s hand and the ray used for selection.
Our technique uses a curved representation of the ray providing visual feedback of the orientation of
both the input device and the selection ray. We have implemented this technique and evaluated its
effectiveness in terms of performance and user preference. Our experiments on a four-sided CAVE
indicate that the proposed technique can increase the speed and accuracy of component selection in
2D GUIs immersed into 3D worlds.
	</abstract>
</publication>

<publication>
	<authors> Fairen M. and Trueba R.</authors>
	<title> Octree-based view-dependent triangle meshes</title>
	<where> Winter School in Computer Graphics, </where>
	<year>  2007 </year>
	<A href="papers/Octree.pdf">PDF</A>
	<image src="images/papers/Octree.jpg"> </image>
	<abstract> 
In this paper we present a new technique for view-dependent LOD rendering, where the scene is represented through an octree
model from which we can obtain a triangle mesh corresponding to a view-dependent LOD. We present the construction of this
octree model and the visualization algorithm that generates on-the-fly a closed and valid triangle mesh for each frame of the
visualization. This visualization algorithm is a depth-first traversal algorithm which also allows to re-use triangles from one
frame to another.
	</abstract>
</publication>
</publications>

<!--<publication>
	<authors> MEMBRES DEL GRUP </authors>
	<title> MEMORIA DEL GRUP MOVING </title>
	<where>  </where>
	<year> 2005 </year>
	
	<A href="papers/Memoria.pdf">PDF</A>
	
	<image src="images/papers/Memoria.jpg"> </image>
	<abstract> 
	
	</abstract>
</publication>-->