Network


Latest external collaboration on country level. Dive into details by clicking on the dots.

Hotspot


Dive into the research topics where Carlos Andujar is active.

Publication


Featured researches published by Carlos Andujar.


Computers & Graphics | 2013

Special Section on Touching the 3rd Dimension: A survey of 3D object selection techniques for virtual environments

Ferran Argelaguet; Carlos Andujar

Computer graphics applications controlled through natural gestures are gaining increasing popularity these days due to recent developments in low-cost tracking systems and gesture recognition technologies. Although interaction techniques through natural gestures have already demonstrated their benefits in manipulation, navigation and avatar-control tasks, effective selection with pointing gestures remains an open problem. In this paper we survey the state-of-the-art in 3D object selection techniques. We review important findings in human control models, analyze major factors influencing selection performance, and classify existing techniques according to a number of criteria. Unlike other components of the applications user interface, pointing techniques need a close coupling with the rendering pipeline, introducing new elements to be drawn, and potentially modifying the object layout and the way the scene is rendered. Conversely, selection performance is affected by rendering issues such as visual feedback, depth perception, and occlusion management. We thus review existing literature paying special attention to those aspects in the boundary between computer graphics and human-computer interaction.


eurographics | 2004

Way‐Finder: guided tours through complex walkthrough models

Carlos Andujar; Pere-Pau Vázquez; Marta Fairén

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.


Computer Graphics Forum | 2000

Integrating occlusion culling and levels of detail through hardly-visible sets

Carlos Andujar; Carlos Saona-Vázquez; Isabel Navazo; Pere Brunet

Occlusion culling and level‐of‐detail rendering have become two powerful tools for accelerating the handling of very large models in real‐time visualization applications. We present a framework that combines both techniques to improve rendering times. Classical occlusion culling algorithms compute potentially visible sets (PVS), which are supersets of the sets of visible polygons. The novelty of our approach is to estimate the degree of visibility of each object of the PVS using synthesized coarse occluders. This allows to arrange the objects of each PVS into several Hardly‐Visible Sets (HVS) with similar occlusion degree. According to image accuracy and frame rate requirements, HVS provide a way to avoid sending to the graphics pipeline those objects whose pixel contribution is low due to partial occlusion. The image error can be bounded by the user at navigation time. On the other hand, as HVS offer a tighter estimation of the pixel contribution for each scene object, it can be used for a more convenient selection of the level‐of‐detail at which objects are rendered. In this paper, we describe the new framework technique, provide details of its implementation using a visibility octree as the chosen occlusion culling data structure and show some experimental results on the image quality.


ACM Transactions on Graphics | 2002

Topology-reducing surface simplification using a discrete solid representation

Carlos Andujar; Pere Brunet; Dolors Ayala

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.


Computer Graphics Forum | 2007

Omni‐directional Relief Impostors

Carlos Andujar; J. Boo; Pere Brunet; Marta Fairén; Isabel Navazo; Pere-Pau Vázquez; Alvar Vinacua

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.


Computer-aided Design | 2000

LOD visibility culling and occluder synthesis

Carlos Andujar; Carlos Saona-Vázquez; Isabel Navazo

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 occluder synthesis because it is not sensitive to the way the objects are tesselated but to the space enclosed by them. The extension of this technique by allowing a bounded amount of image error is also discussed. We show that visibility computations can be based on a multiresolution model which provides several representations of these occluders with varying visibility accuracy. Our tests show that occlusion performance in tesselated scenes is improved severely even if no image-error is allowed.


Computer Graphics Forum | 1996

Automatic Generation of Multiresolution Boundary Representations

Carlos Andujar; D. Ayala; Pere Brunet; R. Joan Arinyo; Jaume Solé

The paper focuses on automatic simplification algorithms for the generation of a multiresolution family of solid models from an initial boundary representation of a polyhedral solid. An algorithm for general polyhedra based on an intermediate octree representation is proposed. Simplified elements of the multiresolution family approximate the initial solid within increasing tolerances. A discussion among different octree‐based simplification methods and the standard marching cubes algorithm is presented.


IEEE Computer Graphics and Applications | 2009

Efficient 3D Pointing Selection in Cluttered Virtual Environments

Ferran Argelaguet; Carlos Andujar

In this article, we study the impact of such eye-hand visibility mismatch on selection tasks performed with hand-rooted pointing techniques. We propose a new mapping for ray control, called Ray Casting from the Eye (RCE), which attempts to overcome this mismatchs negative effects. In essence, RCE combines the benefits of image-plane techniques (the absence of visibility mismatch and continuity of the ray movement in screen space) with the benefits of ray control through hand rotation (requiring less physical hand movement). This article builds on a previous study on the impact of eye-to-hand separation on 3D pointing selection. Here, we provide empirical evidence that RCE clearly outperforms classic ray casting (RC) selection, both in sparse and cluttered scenes.


Computer-aided Design | 2005

Optimizing the topological and combinatorial complexity of isosurfaces

Carlos Andujar; Pere Brunet; Antoni Chica; Isabel Navazo; Jarek Rossignac; ílvar Vinacua

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-per cube-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.


Computers & Graphics | 2012

Cultural Heritage: User-interface design for the Ripoll Monastery exhibition at the National Art Museum of Catalonia

Carlos Andujar; Antoni Chica; Pere Brunet

Computer graphics and virtual reality technologies provide powerful tools for visualizing, documenting and disseminating cultural heritage. Virtual inspection tools have been used proficiently to show cultural artifacts either through the web or in museum exhibits. The usability of the user interface has been recognized to play a crucial role in overcoming the typical fearful attitude of the cultural heritage community towards 3D graphics. In this paper we discuss the design of the user interface for the virtual inspection of the impressive entrance of the Ripoll Monastery in Spain. The system was exhibited in the National Art Museum of Catalonia (MNAC) and it is now part of the Romanesque exhibition at the MAPFRE foundation. The MNAC is the third most visited art museum in Spain, and features the worlds largest collection on Romanesque Art. We analyze the requirements from museum curators and discuss the main interface design decisions. The user interface combines (a) focus-plus-context visualization, with focus (detail view) and context (overview) being shown at separate displays, (b) touch-based camera control techniques, and (c) continuous feedback about the exact location of the detail area within the entrance. The interface allows users to aim the camera at any point of the entrance with centimeter accuracy using a single tap. We provide the results of a user study comparing our user interface with alternative approaches. We also discuss the benefits the exhibition had to the cultural heritage community.

Collaboration


Dive into the Carlos Andujar's collaboration.

Top Co-Authors

Avatar

Pere Brunet

Polytechnic University of Catalonia

View shared research outputs
Top Co-Authors

Avatar

Ferran Argelaguet

Polytechnic University of Catalonia

View shared research outputs
Top Co-Authors

Avatar

Isabel Navazo

Polytechnic University of Catalonia

View shared research outputs
Top Co-Authors

Avatar

Alvar Vinacua

Polytechnic University of Catalonia

View shared research outputs
Top Co-Authors

Avatar

Antoni Chica

Polytechnic University of Catalonia

View shared research outputs
Top Co-Authors

Avatar

Antonio Chica

Polytechnic University of Catalonia

View shared research outputs
Top Co-Authors

Avatar

Marta Fairén

Polytechnic University of Catalonia

View shared research outputs
Top Co-Authors

Avatar

Dolors Ayala

Polytechnic University of Catalonia

View shared research outputs
Top Co-Authors

Avatar

Nuria Pelechano

Polytechnic University of Catalonia

View shared research outputs
Top Co-Authors

Avatar

Oscar Argudo

Polytechnic University of Catalonia

View shared research outputs
Researchain Logo
Decentralizing Knowledge