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Raquel Concheiro

dblp:67/8930 · DBLP profile ↗
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2ranked-venue papers
1as first author
0since 2021 · last 2014
0000-0003-2383-6575ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 87% Geometric modeling and processing · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering › surface rendering
NURBS rendering
0.212014
Interactive rendering of NURBS surfaces · Comput. Aided Des. 2014
Rendering
surface rendering
0.212014
Interactive rendering of NURBS surfaces · Comput. Aided Des. 2014
Geometric modeling and processing › shape modeling › parametric modeling › spline surfaces
NURBS surface
0.112014
Interactive rendering of NURBS surfaces · Comput. Aided Des. 2014
YearPublicationVenuePosition
2014 Interactive rendering of NURBS surfaces
Raquel Concheiro, Margarita Amor, Emilio J. Padrón 0001, Michael C. Doggett
Comput. Aided Des.1
2013 Efficient Adaptive and Dynamic Mesh Refinement Based on a Non-recursive Strategy
abstract
In this paper, we present a meshing scheme for the implementation of an adaptive tessellation of triangular meshes on the graphics processing unit (GPU). Tessellation is performed according to a local test to generate primitives dynamically. The refinement procedure does not require the pre-computation of any refinement pattern. The resulting adaptive procedure is efficient and simple, and generates the tessellation pattern of each triangle dynamically. The non-recursive strategy simplifies mesh reconstruction, avoids irregular memory access patterns and uses a simple control flow to make it a good candidate to guide the evolution of tessellation algorithms on future graphics cards. To test our proposal, we have used the geometry shader of current GPUs to generate primitives dynamically.
Montserrat Bóo, Margarita Amor, Raquel Concheiro, Michael C. Doggett
Comput. J.3