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Dani Tost

dblp:51/4237 · also Daniela Tost, Daniela Tost Pardell · DBLP profile ↗
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20ranked-venue papers
3as first author
0since 2021 · last 2013
0000-0001-9619-605XORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 19 · 3 first-authorHuman-computer interaction and ubiquitous computing · 2Artificial intelligence and machine learning · 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
2 papers
Geometric modeling and processing · 54% Rendering · 40% Image and video processing · 6%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › solid modeling
boolean operations
0.012004
Boolean operations for 3D simulation of CNC machining of drilling tools · Comput. Aided Des. 2004
Geometric modeling and processing
solid modeling
0.012004
Boolean operations for 3D simulation of CNC machining of drilling tools · Comput. Aided Des. 2004
Rendering
global illumination
0.012003
Frame-to-Frame Coherent Animation with Two-Pass Radiosity · IEEE Trans. Vis. Comput. Graph. 2003
Rendering › global illumination
radiosity
0.012003
Frame-to-Frame Coherent Animation with Two-Pass Radiosity · IEEE Trans. Vis. Comput. Graph. 2003
Image and video processing › video processing
temporal consistency
0.012003
Frame-to-Frame Coherent Animation with Two-Pass Radiosity · IEEE Trans. Vis. Comput. Graph. 2003

Methods — techniques the papers use, named apart from their topics

two-pass radiosity · 0.0hierarchical radiosity · 0.0hardware acceleration · 0.0
YearPublicationVenuePosition
2013 The wise cursor: assisted selection in 3D serious games
Sergio Moya, Sergi Grau, Dani Tost
Vis. Comput.3
2010 Exploration of porous structures with illustrative visualizations
Sergi Grau, Eduard Vergés, Dani Tost, Dolors Ayala
Comput. Graph.3
2008 Multimodal volume rendering with 3D textures
Pascual Abellán, Dani Tost
Comput. Graph.2
2008 3D reconstruction and quantification of porous structures
Eduard Vergés, Dolors Ayala, Sergi Grau, Dani Tost
Comput. Graph.4
2006 A GPU-driven Algorithm for Accurate Interactive Reflections on Curved Objects
Pau Estalella, Ignacio Martín 0002, George Drettakis, Dani Tost
Rendering Techniques4
2006 Decision trees for accelerating unimodal, hybrid and multimodal rendering models
Maria Ferre, Anna Puig, Dani Tost
Vis. Comput.3
2004 Boolean operations for 3D simulation of CNC machining of drilling tools
Dani Tost, Anna Puig, Lluís Pérez-Vidal
Comput. Aided Des.1
2004 A framework for fusion methods and rendering techniques of multimodal volume data
abstract
Abstract Many different direct volume rendering methods have been developed to visualize 3D scalar fields on uniform rectilinear grids. However, little work has been done on rendering simultaneously various properties of the same 3D region measured with different registration devices or at different instants of time. The demand for this type of visualization is rapidly increasing in scientific applications such as medicine in which the visual integration of multiple modalities allows a better comprehension of the anatomy and a perception of its relationships with activity. This paper presents different strategies of direct multimodal volume rendering (DMVR). It is restricted to voxel models with a known 3D rigid alignment transformation. The paper evaluates at which steps of the rendering pipeline the data fusion must be realized in order to accomplish the desired visual integration and to provide fast re‐renders when some fusion parameters are modified. In addition, it analyses how existing monomodal visualization algorithms can be extended to multiple datasets and it compares their efficiency and their computational cost. Copyright © 2004 John Wiley & Sons, Ltd.
Maria Ferre, Anna Puig, Dani Tost
Comput. Animat. Virtual Worlds3
2003 3D simulation of tool machining
Anna Puig, Lluís Pérez-Vidal, Dani Tost
Comput. Graph.3
2003 Frame-to-Frame Coherent Animation with Two-Pass Radiosity
abstract
This paper proposes an efficient method for the production of high quality radiosity solutions which uses an a priori knowledge of the dynamic properties of the scene to exploit temporal coherence. The method is based on a two-pass strategy that provides user-control on the final frame quality. In the first pass, it computes a coarse global solution of the radiosities along a time interval and then, in the second pass, it performs a frame-to-frame incremental gathering step using hardware graphic accelerators. Computing cost is thus reduced because the method takes advantage of frame-to-frame coherence by identifying the changes produced by dynamic objects and by decoupling them from computations that remain unchanged. The input data is a dynamic model of the environment through a period of time corresponding to the same camera recording. The method proceeds by incrementally updating two data structures: a space-time hierarchical radiosity solution for a given interval of time and a hierarchical tree of textures representing the space-time final illumination of the visible surfaces. These data structures are computed for a given viewpoint, either static or dynamic. The main contribution of this work is the efficient construction of the texture tree by identifying the changes produced by dynamic objects and by only recomputing these changes.
Ignacio Martín 0002, Xavier Pueyo, Dani Tost
IEEE Trans. Vis. Comput. Graph.3
2000 Features Detection and Navigation on Neurovascular Trees
abstract
The 3D reconstruction of the cerebral vascular anatomy can greatly improve the diagnosis of vascular pathologies, such as embolisms and haemorrhages. This paper presents a new method for the automatic extraction of the blood vessels surface and the labelling of its features, specifically branching, aneurysms and stenoses. The method works with segmented magnetic resonance angiography images. It extracts a discrete medial axis transform from the stacked images and vectorizes it. During the vectorization process, the features are detected and labelled automatically. The final output is a labelled continuous medial axis transform representation of the vascular tree suitable for interactive visualizations and navigations, along with 3D geometrical and topological queries.
Anna Puig, Dani Tost, Isabel Navazo
ICPR2
1998 A Two-Pass Hardware-Based Method Hierarchical Radiosity
abstract
Finite elements methods for radiosity are aimed at computing global illumination solutions efficiently. However these methods are not suitable for obtaining high quality images due to the lack of error control. Two‐pass methods allow to achieve that level of quality computing illumination at each pixel and thus introducing a high computing overhead. We present a two‐pass method for radiosity that allows to produce high quality images avoiding most of the per‐pixel computations. The method computes a coarse hierarchical radiosity solution and then performs a second pass using current graphics hardware accelerators to generate illumination as high definition textures.
Ignacio Martín 0002, Xavier Pueyo, Dani Tost
Comput. Graph. Forum3
1997 An Image-Space Refinement Criterion for Linear Hierarchical Radiosity
Ignacio Martín 0002, Xavier Pueyo, Dani Tost
Graphics Interface3
1997 An interactive cerebral blood vessel exploration system
abstract
An interactive cerebral blood vessel exploration system is described. It has been designed on the basis of neurosurgeons' requirements in order to assist them in the diagnosis of vascular pathologies. The system is based on the construction of a symbolic model of the vascular tree, with automatic identification and labelling of vessel bifurcations, aneurysms and stenoses. It provides several types of visualization: individual MRA (magnetic resonance angiography) slices, MIP (maximum intensity projection), shaded rendering, symbolic schemes and surface reconstruction.
Anna Puig, Dani Tost, Isabel Navazo
IEEE Visualization2
1997 Radiosity for dynamic environments
abstract
In this paper we present a radiosity algorithm for dynamic scenes with a high level of frame-to-frame coherence. The algorithm is restricted to dynamic environments, where the object's movement is known a priori and the viewpoint is static. Each image is computed as the sum of two images: the base-level image, computed in a pre-process, and the frame-level image computed incrementally at each frame. The computation of the images is based on an importance-driven heuristic approach. The results of the implementation are analysed and discussed. © 1997 John Wiley & Sons, Ltd.
Xavier Pueyo, Dani Tost, Ignacio Martín 0002, Blanca Garcia
Comput. Animat. Virtual Worlds2
1996 VolDmi: an open system for volume modeling and visualization
Dani Tost, Anna Puig, Isabel Navazo
Comput. Graph.2
1995 Computer graphics at the universitat politècnica de catalunya
Pere Brunet, R. Juan-Arinyo, Isabel Navazo, Dani Tost, Sebastià Vila-Marta
Comput. Graph.4
1995 A volume visualization algorithm using a coherent extended weight matrix
Dani Tost, Anna Puig, Isabel Navazo
Comput. Graph.1
1988 Survey of Computer Animation
abstract
Abstract A survey on computer animation is presented with three specific goals: To clarify what people understand by computer animation. To separate the different aspects of computer animation and underline its main problems. To present the different solutions given to these problems. Several classifications for computer animation systems are first made attending to different criteria. The report is subsequently divided into two basic sections according to the historical classification of computer animation systems: computer‐assisted animation, where traditional animation is just helped by the use of computers, and modelled animation where the use of computers is essential in different aspects of the animation process. Special emphasis is placed on motion specification and generation. Finally, special attention is paid to human body animation because of the great interest of this specific field of computer animation and the peculiarity of its problems. Aspects of hardware aspects and postprocessing has just been taken into account in the classification section but have not been studied.
Xavier Pueyo, Dani Tost
Comput. Graph. Forum2
1988 Human body animation: a survey
Dani Tost, Xavier Pueyo
Vis. Comput.1