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Pere Brunet

dblp:b/PereBrunet · also Pere Brunet Crosa · DBLP profile ↗
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51ranked-venue papers
11as first author
2since 2021 · last 2022
0000-0001-8406-1975ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 48 · 11 first-author · 2 since 2021Artificial intelligence and machine learning · 3Human-computer interaction and ubiquitous computing · 2Applied, interdisciplinary, general and emerging computing · 2

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
10 papers
Geometric modeling and processing · 73% Computational fabrication · 19% Visualization and visual analytics · 8%
Artificial intelligence
1 paper
3D vision · 100%

Topics — the 19 heaviest of 22, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
solid modeling
0.632022
Solid Modelling for Manufacturing: From Voelcker's Boundary Evaluation to Discrete Paradigms · Comput. Aided Des. 2022
Topology-reducing surface simplification using a discrete solid representation · ACM Trans. Graph. 2002
Solid representation and operation using extended octrees · ACM Trans. Graph. 1990
Geometric modeling and processing › solid modeling
boundary evaluation
0.612022
Solid Modelling for Manufacturing: From Voelcker's Boundary Evaluation to Discrete Paradigms · Comput. Aided Des. 2022
Computational fabrication › additive manufacturing
slicing
0.612022
Sweep Encoding: Serializing Space Subdivision Schemes for Optimal Slicing · Comput. Aided Des. 2022
Geometric modeling and processing › solid modeling
constructive solid geometry
0.212022
Solid Modelling for Manufacturing: From Voelcker's Boundary Evaluation to Discrete Paradigms · Comput. Aided Des. 2022
Geometric modeling and processing › spatial data structures
octree
0.212022
Sweep Encoding: Serializing Space Subdivision Schemes for Optimal Slicing · Comput. Aided Des. 2022
Geometric modeling and processing › computational geometry
spatial subdivision
0.212022
Sweep Encoding: Serializing Space Subdivision Schemes for Optimal Slicing · Comput. Aided Des. 2022
Geometric modeling and processing › mesh processing
mesh repair
0.112011
Mesh repair with user-friendly topology control · Comput. Aided Des. 2011
Geometric modeling and processing › mesh processing
topology control
0.112011
Mesh repair with user-friendly topology control · Comput. Aided Des. 2011
Geometric modeling and processing
isosurface extraction
0.112005
Optimizing the topological and combinatorial complexity of isosurfaces · Comput. Aided Des. 2005
Geometric modeling and processing › mesh processing
mesh simplification
0.012002
Topology-reducing surface simplification using a discrete solid representation · ACM Trans. Graph. 2002
Geometric modeling and processing › topology › computational topology
topological simplification
0.012002
Topology-reducing surface simplification using a discrete solid representation · ACM Trans. Graph. 2002
Geometric modeling and processing › shape representation
volumetric representation
0.012002
Topology-reducing surface simplification using a discrete solid representation · ACM Trans. Graph. 2002
Computer vision › 3D vision
3d reconstruction
0.011998
3D Reconstruction with Projective Octrees and Epipolar Geometry · ICCV 1998
Computer vision › 3D vision › multi-view geometry
epipolar geometry
0.011998
3D Reconstruction with Projective Octrees and Epipolar Geometry · ICCV 1998
Geometric modeling and processing › computer-aided design
constraint-based modeling
0.011994
Constructive constraint-based model for parametric CAD systems · Comput. Aided Des. 1994
Geometric modeling and processing › computer-aided design › parametric design
parametric CAD
0.011994
Constructive constraint-based model for parametric CAD systems · Comput. Aided Des. 1994
Geometric modeling and processing › solid modeling
boolean operations
0.021990
Solid representation and operation using extended octrees · ACM Trans. Graph. 1990
Object Representation by Means of Nonminimal Division Quadtrees and Octrees · ACM Trans. Graph. 1985
Geometric modeling and processing › solid modeling
boundary representation
0.011985
Object Representation by Means of Nonminimal Division Quadtrees and Octrees · ACM Trans. Graph. 1985
Geometric modeling and processing
spatial data structures
0.011985
Object Representation by Means of Nonminimal Division Quadtrees and Octrees · ACM Trans. Graph. 1985

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

error-bounded approximation · 0.0discrete solid representation · 0.0projective geometry · 0.0polytree · 0.0extended octree · 0.0boolean nodes · 0.0recursive subdivision · 0.0boundary representation conversion · 0.0
YearPublicationVenuePosition
2022 Solid Modelling for Manufacturing: From Voelcker's Boundary Evaluation to Discrete Paradigms
abstract
Herb Voelcker and his research team laid the foundations of Solid Modelling, on which Computer-Aided Design is based. He founded the ambitious Production Automation Project, that included Constructive Solid Geometry (CSG) as the basic 3D geometric representation. CSG trees were compact and robust, saving a memory space that was scarce in those times. But the main computational problem was Boundary Evaluation: the process of converting CSG trees to Boundary Representations (BReps) with explicit faces, edges and vertices for manufacturing and visualization purposes. This paper presents some glimpses of the history and evolution of some ideas that started with Herb Voelcker. We briefly describe the path from “localization and boundary evaluation” to “localization and printing”, with many intermediate steps driven by hardware, software and new mathematical tools: voxel and volume representations, triangle meshes, and many others, observing also that in some applications, voxel models no longer require Boundary Evaluation. In this last case, we consider the current research challenges and discuss several avenues for further research.
Carlos Andújar, Pere Brunet, Antoni Chica, Isabel Navazo, Àlvar Vinacua
Comput. Aided Des.2
2022 Sweep Encoding: Serializing Space Subdivision Schemes for Optimal Slicing
abstract
Slicing a model (computing thin slices of a geometric or volumetric model with a sweeping plane) is necessary for several applications ranging from 3D printing to medical imaging. This paper introduces a technique designed to compute these slices efficiently, even for huge and complex models. We voxelize the volume of the model at a required resolution and show how to encode this voxelization in an out-of-core octree using a novel Sweep Encoding linearization. This approach allows for efficient slicing with bounded cost per slice. We discuss specific applications, including 3D printing, and compare these octrees’ performance against the standard representations in the literature.
Marc Comino, Àlvar Vinacua, A. Carruesco, Antoni Chica, Pere Brunet
Comput. Aided Des.5
2020 A scalable approach to T2-MRI colon segmentation
Bernat Orellana, Eva Monclús, Pere Brunet, Isabel Navazo, Álvaro Bendezú, Fernando Azpiroz
Medical Image Anal.3
2018 Quasi-automatic Colon Segmentation on T2-MRI Images with Low User Effort
Bernat Orellana, Eva Monclús, Pere Brunet, Isabel Navazo, Álvaro Bendezú, Fernando Azpiroz
MICCAI (2)3
2018 Progressive ray casting for volumetric models on mobile devices
Jesús Díaz-García, Pere Brunet, Isabel Navazo, Pere-Pau Vázquez
Comput. Graph.2
2018 Sensor-aware Normal Estimation for Point Clouds from 3D Range Scans
abstract
Abstract Normal vectors are essential for many point cloud operations, including segmentation, reconstruction and rendering. The robust estimation of normal vectors from 3D range scans is a challenging task due to undersampling and noise, specially when combining points sampled from multiple sensor locations. Our error model assumes a Gaussian distribution of the range error with spatially‐varying variances that depend on sensor distance and reflected intensity, mimicking the features of Lidar equipment. In this paper we study the impact of measurement errors on the covariance matrices of point neighborhoods. We show that covariance matrices of the true surface points can be estimated from those of the acquired points plus sensor‐dependent directional terms. We derive a lower bound on the neighbourhood size to guarantee that estimated matrix coefficients will be within a predefined error with a prescribed probability. This bound is key for achieving an optimal trade‐off between smoothness and fine detail preservation. We also propose and compare different strategies for handling neighborhoods with samples coming from multiple materials and sensors. We show analytically that our method provides better normal estimates than competing approaches in noise conditions similar to those found in Lidar equipment.
Marc Comino, Carlos Andújar, Antoni Chica, Pere Brunet
Comput. Graph. Forum4
2017 Error-aware construction and rendering of multi-scan panoramas from massive point clouds
Marc Comino, Carlos Andújar, Antoni Chica, Pere Brunet
Comput. Vis. Image Underst.4
2016 Interactive inspection of complex multi-object industrial assemblies
Oscar Argudo, Isaac Besora, Pere Brunet, Carles Creus, Pedro Hermosilla, Isabel Navazo, Àlvar Vinacua
Comput. Aided Des.3
2016 3D Model deformations with arbitrary control points
M. Àngels Cerveró, Àlvar Vinacua, Pere Brunet
Comput. Graph.3
2016 Adaptive transfer functions - Improved multiresolution visualization of medical models
Jesús Díaz-García, Pere Brunet, Isabel Navazo, Frederic Pérez, Pere-Pau Vázquez
Vis. Comput.2
2015 Biharmonic fields and mesh completion
Oscar Argudo, Pere Brunet, Antoni Chica, Àlvar Vinacua
Graph. Model.2
2014 Inexpensive Reconstruction and Rendering of Realistic Roadside Landscapes
abstract
Abstract In this paper, we present an inexpensive approach to create highly detailed reconstructions of the landscape surrounding a road. Our method is based on a space‐efficient semi‐procedural representation of the terrain and vegetation supporting high‐quality real‐time rendering not only for aerial views but also at road level. We can integrate photographs along selected road stretches. We merge the point clouds extracted from these photographs with a low‐resolution digital terrain model through a novel algorithm which is robust against noise and missing data. We pre‐compute plausible locations for trees through an algorithm which takes into account perceptual cues. At runtime we render the reconstructed terrain along with plants generated procedurally according to pre‐computed parameters. Our rendering algorithm ensures visual consistency with aerial imagery and thus it can be integrated seamlessly with current virtual globes.
Carlos Andújar, Antoni Chica, M. A. Vico, S. Moya, Pere Brunet
Comput. Graph. Forum5
2013 Gradient Octrees: A New Scheme for Remote Interactive Exploration of Volume Models
abstract
Remote exploration of medical volume models is nowadays a challenging problem. Interactive visualization algorithms must be able to send and render in real-time the volume model at the maximum possible visual quality, while adapting to network bandwidth limitations and to hardware constraints in the client device. In this paper we present a transfer function-aware scheme for the remote interactive inspection of volume models in client-server architectures with the objectives of supporting multi-resolution, avoiding gradient computations in the client device and sending a very limited amount of information through the network. Gradient Octrees can be progressively transmitted to the clients in a strongly compact way while achieving a minimum loss of visual quality as compared to state of the art ray-casting renderings. Visual volume understanding can be complemented by showing 2D sections of the original volume data on demand.
Lázaro Campoalegre, Isabel Navazo, Pere Brunet
CAD/Graphics3
2013 Interactive visualization of medical volume models in mobile devices
Lázaro Campoalegre, Pere Brunet, Isabel Navazo
Pers. Ubiquitous Comput.2
2012 User-interface design for the Ripoll Monastery exhibition at the National Art Museum of Catalonia
Carlos Andújar, Antoni Chica, Pere Brunet
Comput. Graph.3
2012 Example-guided segmentation
Antoni Chica, Eva Monclús, Pere Brunet, Isabel Navazo, Àlvar Vinacua
Graph. Model.3
2011 Mesh repair with user-friendly topology control
Franck Hétroy-Wheeler, Stéphanie Rey, Carlos Andújar, Pere Brunet, Àlvar Vinacua
Comput. Aided Des.4
2010 Visualization of Large-Scale Urban Models through Multi-Level Relief Impostors
abstract
Abstract In this paper, we present an efficient approach for the interactive rendering of large‐scale urban models, which can be integrated seamlessly with virtual globe applications. Our scheme fills the gap between standard approaches for distant views of digital terrains and the polygonal models required for close‐up views. Our work is oriented towards city models with real photographic textures of the building facades. At the heart of our approach is a multi‐resolution tree of the scene defining multi‐level relief impostors. Key ingredients of our approach include the pre‐computation of a small set of zenithal and oblique relief maps that capture the geometry and appearance of the buildings inside each node, a rendering algorithm combining relief mapping with projective texture mapping which uses only a small subset of the pre‐computed relief maps, and the use of wavelet compression to simulate two additional levels of the tree. Our scheme runs considerably faster than polygonal‐based approaches while producing images with higher quality than competing relief‐mapping techniques. We show both analytically and empirically that multi‐level relief impostors are suitable for interactive navigation through large urban models.
Carlos Andújar, Pere Brunet, Antoni Chica, Isabel Navazo
Comput. Graph. Forum2
2008 Piecewise algebraic surface computation and smoothing from a discrete model
Jordi Esteve, Pere Brunet, Àlvar Vinacua
Comput. Aided Geom. Des.2
2008 Pressing: Smooth Isosurfaces with Flats from Binary Grids
abstract
Abstract We explore the automatic recovery of solids from their binary volumetric discretizations. In particular, we propose an approach, called Pressing, for smoothing isosurfaces extracted from binary volumes while recovering their large planar regions (flats). Pressing yields a surface that is guaranteed to contain the samples of the volume classified as interior and exclude those classified as exterior. It uses global optimization to identify flats and constrained bilaplacian smoothing to eliminate sharp features and high frequencies from the rest of the isosurface. It recovers sharp edges between flat regions and between flat and smooth regions. Hence, the resulting isosurface is usually a very accurate approximation of the original solid. Furthermore, the segmentation of the isosurface into flat and curved faces and the sharp/smooth labelling of their edges may be valuable for shape recognition, simplification, compression and various reverse engineering and manufacturing applications.
Antoni Chica, Jason Williams 0007, Carlos Andújar, Pere Brunet, Isabel Navazo, Jarek Rossignac, Àlvar Vinacua
Comput. Graph. Forum4
2007 Omni-directional Relief Impostors
abstract
Abstract 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.
Carlos Andújar, Javier Boo, Pere Brunet, Marta Fairén González, Isabel Navazo, Pere-Pau Vázquez, Àlvar Vinacua
Comput. Graph. Forum3
2005 Optimizing the topological and combinatorial complexity of isosurfaces
Carlos Andújar, Pere Brunet, Antoni Chica, Isabel Navazo, Jarek Rossignac, Àlvar Vinacua
Comput. Aided Des.2
2005 Approximation of a Variable Density Cloud of Points by Shrinking a Discrete Membrane
abstract
Abstract This paper describes a method to obtain a closed surface that approximates a general 3D data point set with nonuniform density. Aside from the positions of the initial data points, no other information is used. Particularly, neither the topological relations between the points nor the normal to the surface at the data points are needed. The reconstructed surface does not exactly interpolate the initial data points, but approximates them with a bounded maximum distance. The method allows one to reconstruct closed surfaces with arbitrary genus and closed surfaces with disconnected shells.
Jordi Esteve, Pere Brunet, Àlvar Vinacua
Comput. Graph. Forum2
2005 Solid Modeling Theory and Applications
Gershon Elber, Nicholas M. Patrikalakis, Pere Brunet
Graph. Model.3
2004 MiniVR: a portable virtual reality system
Marta Fairén González, Pere Brunet, Torsten Techmann
Comput. Graph.2
2004 Computing Maximal Tiles and Application to Impostor-Based Simplification
abstract
Abstract The computation of the largest planar region approximating a 3D object is an important problem with wide applications in modeling and rendering. Given a voxelization of the 3D object, we propose an efficient algorithm to solve a discrete version of this problem. The input of the algorithm is the set of grid edges connecting the interior and the exterior of the object (called sticks). Using a voting‐based approach, we compute the plane that slices the largest number of sticks and is orientation‐compatible with these sticks. The robustness and efficiency of our approach rests on the use of two different parameterizations of the planes with suitable properties. The first of these is exact and is used to retrieve precomputed local solutions of the problem. The second one is discrete and is used in a hierarchical voting scheme to compute the global maximum. This problem has diverse applications that range from finding object signatures to generating simplified models. Here we demonstrate the merits of the algorithm for efficiently computing an optimized set of textured impostors for a given polygonal model. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling
Carlos Andújar, Pere Brunet, Antoni Chica, Jarek Rossignac, Isabel Navazo, Àlvar Vinacua
Comput. Graph. Forum2
2002 Topology-reducing surface simplification using a discrete solid representation
abstract
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.
Carlos Andújar, Pere Brunet, Dolors Ayala
ACM Trans. Graph.2
2001 Hoops: 3D Curves as Conservative Occluders for Cell Visibility
abstract
Most visibility culling algorithms require convexity of occluders. Occluder synthesis algorithms attempt to construct large convex occluders inside bulky non-convex sets. Occluder fusion algorithms generate convex occluders that are contained in the umbra cast by a group of objects given an area light. In this paper we prove that convexity requirements can be shifted from the occluders to their umbra with no loss of efficiency, and use this property to show how some special non-planar, non-convex closed polylines that we call “hoops” can be used to compute occlusion efficiently for objects that have no large interior convex sets and were thus rejected by previous approaches.
Pere Brunet, Isabel Navazo, Jarek Rossignac, Carlos Saona-Vázquez
Comput. Graph. Forum1
2001 Multiresolution for Algebraic Curves and Surfaces using Wavelets
abstract
This paper describes a multiresolution method for implicit curves and surfaces. The method is based on wavelets, and is able to simplify the topology. The implicit curves and surfaces are defined as the zero‐valued piece‐wise algebraic isosurface of a tensor‐product uniform cubic B‐spline. A wavelet multiresolution method that deals with uniform cubic B‐splines on bounded domains is proposed. In order to handle arbitrary domains the proposed algorithm dynamically adds appropriate control points and deletes them in the synthesis phase.
Jordi Esteve, Pere Brunet, Àlvar Vinacua
Comput. Graph. Forum2
2000 Dynamic Recognition and Reconstruction of the Human Heart
abstract
Medical imaging is constantly advancing due to technological improvements in both data gathering devices and data processing of their output. In this progress the heart presents special demands because of its incessant and brisk movement, and intrinsic characteristics. In this paper we briefly survey techniques that can be used to construct a three-dimensional model of a heart, and discuss our approach within an ongoing effort to produce accurate models of a patient's beating heart for both diagnosis and medical training.
Antoni Susín, Isabel Navazo, Àlvar Vinacua, Pere Brunet
ICPR4
2000 Multiresolution geometric models
Pere Brunet, Roberto Scopigno
Comput. Aided Des.1
2000 Integrating Occlusion Culling with Levels of Detail through Hardly-Visible Sets
abstract
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.
Carlos Andújar, Carlos Saona-Vázquez, Isabel Navazo, Pere Brunet
Comput. Graph. Forum4
1999 Validity-Preserving Simplification of Very Complex Polyhedral Solids
Carlos Andújar, Dolors Ayala, Pere Brunet
EGVE3
1999 Directional adaptive surface triangulation
Marc Vigo Anglada, Núria Pla Garcia, Pere Brunet
Comput. Aided Geom. Des.3
1999 The visibility octree: a data structure for 3D navigation
Carlos Saona-Vázquez, Isabel Navazo, Pere Brunet
Comput. Graph.3
1998 3D Reconstruction with Projective Octrees and Epipolar Geometry
abstract
In this paper, the problem of generating a 3D octree-like structure with the help of epipolar geometry within a projective framework is addressed. After a brief introduction on the basics of octrees and epipolar geometry, the new concept called "projective octree" is introduced together with an algorithm for building this projective structure. Finally, some results of the implementations are presented in the last section together with the conclusions and future work.
Blanca Garcia, Pere Brunet
ICCV2
1996 Automatic Generation of Multiresolution Boundary Representations
abstract
Abstract 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.
Carlos Andújar, Dolors Ayala, Pere Brunet, Robert Joan-Arinyo, Jaume Solé
Comput. Graph. Forum3
1995 Computer graphics at the universitat politècnica de catalunya
Pere Brunet, R. Juan-Arinyo, Isabel Navazo, Dani Tost, Sebastià Vila-Marta
Comput. Graph.1
1994 Constructive constraint-based model for parametric CAD systems
Lluis Solano, Pere Brunet
Comput. Aided Des.2
1992 Guest editor's introduction
Pere Brunet
Comput. Graph.1
1991 Computer graphics in Spain, from the scope of the Eurographics Spanish Chapter
Pere Brunet
Comput. Graph.1
1990 Solid representation and operation using extended octrees
abstract
Solid modelers must be based on reliable and fast algorithms for Boolean operations. The octree model, as well as several generalizations (polytrees, integrated polytrees, extended octrees), is specially well suited for these algorithms and can be used either as a primary or as a secondary model in solid modeling systems. This paper is concerned with a precise definition of the extended octree model that allows the representation of nonmanifold objects with planar faces and, consequently, is closed under Boolean operations on polyhedrons. Boolean nodes and nearly vertex nodes are introduced, and the model is discussed in comparison with related representations. A fast algorithm for the direct generation of the extended octree from the geometry of the base polygon in extrusion solids is presented, and its complexity is studied. Boolean operation algorithms are introduced.
Pere Brunet
ACM Trans. Graph.1
1988 Including shape handles in recursive subdivision surfaces
Pere Brunet
Comput. Aided Geom. Des.1
1987 Extended Octtrees, between CSG Trees and Boundary Representations
abstract
Besides the most widely used models in the Geometric Modeling Systems, Constructive Solid Geometry (CSG) and Boundary Representations (BR), Octtrees have appeared as an alternative representation scheme which is particularly well suited for the solid boolean operation algorithms. Extended Octtrees, which incorporates three additional node types containing part of the surface of the object, are much more compact and allow the exact representation of plane faced objects, while supporting also low complexity algorithms for boolean operations. Due to the limitations of the two main models, CSG and Boundary Representation , a number of Hybrid Systems have appeared, which support both schemes and perform every operation in the most suitable model. However, algorithms for the boundary evaluation of CSG trees are complex, and at the moment little is known on algorithms for the inverse conversion, from BR to CSG. In the present paper, the use of the Extended Octtree model as an intermediate tool in the conversions between. CSG trees and BR is studied. In the case of CSG trees build from primitives with plane faces, an algorithm for the conversion from the CSG model to the Extended Octtree representation is presented. Its complexity is linear with respect to the numbe of nodes in the Octtree. The use of this algorithm in model-to-model conversions is discussed, together with the BR to Extended Octtree and Extended Octtree to BR conversion algorithms, that present also linear complexity with respect to the total number of nodes.
Isabel Navazo, Josep Fontdecaba, Pere Brunet
Eurographics3
1987 Extended octtree representation of free form surfaces
Pere Brunet, Dolors Ayala
Comput. Aided Geom. Des.1
1986 An interactive package for the computer-aided design of woven fabrics
Jordi Pascual, J. Giralt, Pere Brunet
Comput. Graph.3
1986 A Geometric Modeller Based on the Exact Octtree Representation of Polyhedra
abstract
Abstract Geometric Modellers based on a Boundary Representation scheme are well suited for display operations, but boolean operations require algorithms with quadratic complexity. Using a class of extended octtrees which is presented here, boolean operations become linear, while exact recomputation of the boundary model in the case of polyhedral objects is possible, and memory requirements are less than in classical octtree encodings. Some bounds on the memory savings are given and discussed. The DMI system, a Geometric Modeller based on a hybrid model Boundary ‐ Extended Octtrees, is presented, discussing the main operations and the interface between both models. Some modelling examples are shown. Finally, a generalization of the extended octtree encoding which allows the exact representation of objects limited by sculptured surfaces is presented.
Isabel Navazo, D. Avala, Pere Brunet
Comput. Graph. Forum3
1985 Geometric Modelling Using Exact Octree Representation of Polyhedral Objects
abstract
In the last few years, octrees have been proposed for the representation of solids in Geometric Modelling systems. Using them, boolean operations are simple; however, they use a great amount of memory and it is very difficult to obtain smooth graphical outputs from them or to recompute the boundary model. In the present paper, a new class of Octtrees is introduced, which allows face, edge and vertex nodes as well as the classical white, black and grey nodes. The required amount of storage is less than in the case of classical Octtrees, and boolean operations are also simple. Futhermore, there exists an algorithm for the exact recomputation of the boundary model.
Pere Brunet, Isabel Navazo
Eurographics1
1985 Increasing the smoothness of bicubic spline surfaces
Pere Brunet
Comput. Aided Geom. Des.1
1985 Object Representation by Means of Nonminimal Division Quadtrees and Octrees
abstract
Quadtree representation of two-dimensional objects is performed with a tree that describes the recursive subdivision of the more complex parts of a picture until the desired resolution is reached. At the end, all the leaves of the tree are square cells that lie completely inside or outside the object. There are two great disadvantages in the use of quadtrees as a representation scheme for objects in geometric modeling system: The amount of memory required for polygonal objects is too great, and it is difficult to recompute the boundary representation of the object after some Boolean operations have been performed. In the present paper a new class of quadtrees, in which nodes may contain zero or one edge, is introduced. By using these quadtrees, storage requirements are reduced and it is possible to obtain the exact backward conversion to boundary representation. Algorithms for the generation of the quadtree, Boolean operations, and recomputation of the boundary representation are presented, and their complexities in time and space are discussed. Three-dimensional algorithms working on octrees are also presented. Their use in the geometric modeling of three-dimensional polyhedral objects is discussed.
Dolors Ayala, Pere Brunet, R. Juan, Isabel Navazo
ACM Trans. Graph.2
1980 Surface Fitting by Means of Splines
abstract
Algoritms related with surface interpolation use either global interpolants or local methods. When dealing with irregularly distributed data points, the former are usually cumbersome whereas the later may present continuity problems. In the present paper, a global surface interpolation method is presented. Continuity is assured up to the second partial derivatives, and arbitrarily placed data points are admitted. Complexity of the algorithm is discussed, together with the possibility of interactively varying the interpolant's shape.
Pere Brunet
Eurographics1