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Featured researches published by Aiert Amundarain.


IEEE Computer Graphics and Applications | 2004

A large haptic device for aircraft engine maintainability

Diego Borro; Joan Savall; Aiert Amundarain; Jorge Juan Gil; Alejandro García-Alonso; Luis M. Matey

The virtual reality for maintainability (Revima) VR system supports maintainability simulation in aeronautics. Within this project we have developed and integrated a haptic device, the large haptic interface for aeronautic maintainability (LHIfAM). We use this device to track hand movements and provide force feedback within the large geometric models that describe aircraft engines. The user movements are the same as those that occur when testing physical mock-ups. An integrated haptic device and VR system for testing aircraft engines reduces development costs and avoids the necessity of physical mock-ups formaintainability.


2009 13th International Conference Information Visualisation | 2009

Hybrid Visualization for Maxillofacial Surgery Planning and Simulation

Carlos Buchart; Gaizka San Vicente; Aiert Amundarain; Diego Borro

Currently, many visualization methods are used in computer assisted medicine. It is commonly considered that a unique visualization scheme makes difficult the interaction and limits the quality and quantity of the information shown. In this paper we study the specific requirements of a maxillofacial surgery simulation tool for facial appearance prediction. The different stages of the application lead to present medical information in different ways. We propose to adapt visualization techniques to give a more suitable answer to these needs: a hybrid volumetric and polygonal visualization for the planning stage, as well as a scheme for surgery definition in 2D. Finally, we propose the use of mesh visualization for the simulated model, which previously requires the 3D reconstruction of the surface in order to be visualized.


conference on information visualization | 2006

Towards Adaptive Occlusion Culling Using Camera Coherence

Ignacio Mansa; Aiert Amundarain; E. Elizalde; Alejandro García-Alonso; Luis M. Matey

Occlusion culling proves to be useful for the interactive visualization of environments that are not densely occluded. Those which are built up by dense geometric sets like aerospace engines composed of thousands of components and millions of polygons. In first place the convenience of using occlusion culling is studied with a simple scheme. Then improvements are analyzed. The key points to obtain frame rate speed-ups are: a convenient occlusion query scheduling provides the performance required; depth sorting is performed only when camera orientation changes more than a given threshold; coherence reduces the number of occlusion queries posted per frame. It is possible to select the percentage of occlusion queries that will be performed in each frame, from non-conservative schemes up to a conservative one. Furthermore, we propose a small addition to the GPU occlusion queries to perform faster renderings


CEIG | 2008

Proyección Esférica Usando la Programación en la GPU

Aiert Amundarain; Carlos Buchart; Alexander Valero; Iker Aguinaga; Luis M. Matey

Existen una gran cantidad de dispositivos de visualización que se emplean en los sistemas de realidad virtual; desde dispositivos de pantalla plana hasta sistemas que ofrecen una sensación de inmersión completa. Entre estos sistemas se puede encontrar los sistemas de proyección esférica, que presentan un buen grado de inmersión. Sin embargo, el tipo de proyección necesario para este tipo de sistemas no está soportado directamente por el hardware gráfico actual. Las mejoras en la programabilidad de este tipo de hardware permiten implementar los métodos necesarios para usar sistemas de proyección esférica de forma efectiva. En este artículo se describe un método para implementar las proyecciones necesarias en este tipo de sistemas usando el hardware gráfico. Así mismo, se presentan mejoras y métodos que permiten mejorar la eficiencia del método y la calidad de las imágenes obtenidas. Categorías y descriptores de tema (según ACM CCS): I.3.3 [Gráficos por ordenador]: Algorítmos de Visualización I.3.7 [Gráficos por ordenador]: Realidad Virtual


Mecanique & Industries | 2004

Virtual reality for aircraft engines maintainability

Aiert Amundarain; Diego Borro; Alex García-Alonso; Jorge Juan Gil; Luis M. Matey; Joan Savall


Computer Animation and Virtual Worlds | 2008

Analysis of coherence strategies for stereo occlusion culling

Ignacio Mansa; Aiert Amundarain; Luis M. Matey; Alejandro García-Alonso


Archive | 2004

Device for Aircraft Engine Maintainability

Diego Borro; Joan Savall; Aiert Amundarain; Jorge Juan Gil; Centro de Estudios; Alejandro García-Alonso; Luis M. Matey


Archive | 2012

Hybrid GPU Local Delaunay Triangulation through Points Consolidation

Carlos Buchart; Aiert Amundarain; Diego Borro


HSC | 2009

A Highly Realistic Training Simulator for the Tunneling Jumbo Sandvik DT1130-C Data.

Alexander Valero; Ángel Suescun; Aiert Amundarain; Carlos de Dios; Iñaki Aliaga


CEIG | 2009

Occlusion Ratio: a new Query Parameter for GPUs

Ignacio Mansa; Aiert Amundarain; Luis M. Matey; Alex García-Alonso

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Alejandro García-Alonso

University of the Basque Country

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Alex García-Alonso

University of the Basque Country

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Iker Aguinaga

University of the Basque Country

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Luis Matey

University of the Basque Country

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