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Dive into the research topics where Rui Bastos is active.

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Featured researches published by Rui Bastos.


interactive 3d graphics and games | 1999

MMR: an interactive massive model rendering system using geometric and image-based acceleration

Daniel G. Aliaga; Jon Cohen; Andy Wilson; Eric Baker; Hansong Zhang; Carl Erikson; Kenny Hoff; Thomas C. Hudson; Wolfgang Stuerzlinger; Rui Bastos; Frederick P. Brooks; Dinesh Manocha

We present a system for rendering very complex 3D models at interactive rates. We select a subset of the model as preferred viewpoints and partition the space into virtual cells. Each cell contains near geometry, rendered using levels of detail and visibility culling, and far geometry, rendered as a textured depth mesh. Our system automatically balances the screen-space errors resulting from geometric simplification with those from textureddepth-mesh distortion. We describe our prefetching and data management schemes, both crucial for models significantly larger than available system memory. We have successfully used our system to accelerate walkthroughs of a 13 million triangle model of a large coal-fired power plant and of a 1.7 million triangle architectural model. We demonstrate the walkthrough of a 1.3 GB power plant model with a 140 MB cache footprint.


eurographics symposium on rendering techniques | 1997

Interactive Rendering of Globally Illuminated Glossy Scenes

Wolfgang Stürzlinger; Rui Bastos

Global illumination simulates all transfers of light in a scene. The results of the simulation are then used to generate photo-realistic images. Scenes with diffuse surfaces only can be displayed in real-time using the results of radiosity methods. Images of scenes with more general surfaces are created with methods based on ray tracing but do not achieve interactive frame rates.


interactive 3d graphics and games | 1999

Increased photorealism for interactive architectural walkthroughs

Rui Bastos; Kenneth E. Hoff; William C. Wynn; Anselmo Lastra

This paper presents a new method for interactive rendering of globally illuminated static scenes. Global illumination is decomposed into view-independent (diffuse) and view-dependent (non-diffuse) components. The two are recombined during rendering using a hybrid geometryand image-based approach along with multi-pass blending techniques. This approach allows the preprocessing of both components and the fast rendering of globally illuminated scenes. The view-independent component uses a traditional precomputed geometry-based radiosity solution that is rendered using standard graphics hardware. The view-dependent component is decomposed into “what is reflected” (radiance with depth) and “how it is reflected” (BRDF), and precomputed and rendered using image-based approaches. Radiance is stored as images with depth, and rendered using perspective reprojection; the BRDF is decomposed into an integration of incoming radiance and a directional modulation. The radiance integration term is approximated by convolving the reflected image with precomputed kernel textures based on material properties. The directional modulation is stored as a reflectance modulation texture based on material properties and is rendered using spheremapping during a blending pass.


interactive 3d graphics and games | 1997

Efficient radiosity rendering using textures and bicubic reconstruction

Rui Bastos; Michael Goslin; Hansong Zhang

Wepresenta method to speed up walkthmttghs of static scenes. It involves the cmatiort of acmttimsous C1 radiosity reconstruction for adaptively sampled tegiotts. This mpmaentation is a unitied solution to handle usuestricted quadtrees and T-vertices, and allows for the generation of multiple different levels-of-detail of the radiosity function, which are represented as texture maps. The method also involves the use of hardwase bicublc filtering for the mdiosity shading. Both techniques allow improvenmts in performance and memory usage while preserving visual appearance. CR CMegories and Subject Deaeriptom: L3.3 [Computer Graphics]: Pictusdmage Generation Viewing Algorithm, 1.3.6 [Computer Graphics]: Methodology and Techniques Integration Techniques. Additioatsl


international conference on computer graphics and interactive techniques | 1999

Walking > walking-in-place > flying, in virtual environments

Martin Usoh; Kevin Wayne Arthur; Rui Bastos; Anthony Steed; Mel Slater; Frederick P. Brooks


Archive | 1999

Walking > walking-in-place > flying

Martin Usoh; Kevin Wayne Arthur; Rui Bastos; Anthony Steed; Mel Slater; Frederick P. Brooks


Archive | 1998

A Framework for the Real-Time Walkthrough of Massive Models

Daniel G. Aliaga; Jonathan D. Cohen; Andy Wilson; Hansong Zhang; Carl Erikson; Kenneth E. Hoff; Thomas C. Hudson; Wolfgang Stuerzlinger; Eric Baker; Rui Bastos; Frederick P. Brooks; Dinesh Manocha


Informatica Didactica | 1997

Efficient Rendering of Radiosity using Texture and Bicubic Interpolation

Rui Bastos; Michael Goslin; Hansong Zhang


Archive | 1999

Superposition rendering: increased realism for interactive walkthroughs

Frederick P. Brooks; Rui Bastos


Archive | 1998

Forward Mapped Planar Mirror Reflections

Rui Bastos; Wolfgang Stuerzlinger

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Frederick P. Brooks

University of North Carolina at Chapel Hill

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Hansong Zhang

University of North Carolina at Chapel Hill

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Carl Erikson

University of North Carolina at Chapel Hill

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Kevin Wayne Arthur

University of North Carolina at Chapel Hill

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Thomas C. Hudson

University of North Carolina at Chapel Hill

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Anthony Steed

University College London

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Martin Usoh

Queen Mary University of London

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Mel Slater

University of Barcelona

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