Cristina Rebollo

Orcid: 0000-0002-1328-2110

According to our database1, Cristina Rebollo authored at least 27 papers between 2001 and 2022.

Collaborative distances:
  • Dijkstra number2 of five.
  • Erdős number3 of five.

Timeline

Legend:

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Bibliography

2022
Multimedia augmented reality game for learning math.
Multim. Tools Appl., 2022

Procedural modeling of plant ecosystems maximizing vegetation cover.
Multim. Tools Appl., 2022

2021
Learning History Using Virtual and Augmented Reality.
Comput., 2021

2020
Image mapping system for simulating ceramic environments.
Multim. Tools Appl., 2020

Procedural modelling of terrains with constraints.
Multim. Tools Appl., 2020

A game engine designed to simplify 2D video game development.
Multim. Tools Appl., 2020

Mejorar la destreza matemática con un videojuego de Realidad Aumentada(Improving math skills using an augmented reality videogame).
Proceedings of the VI Congreso de la Sociedad Española para las Ciencias del Videojuego, 2020

Multiresolution foliage rendering.
Proceedings of the VI Congreso de la Sociedad Española para las Ciencias del Videojuego, 2020

2019
Visiting Ancient Rome with a Serious Game.
Proceedings of the XXIX Spanish Computer Graphics Conference, 2019

2018
Viewpoint-Driven Simplification of Plant and Tree Foliage.
Entropy, 2018

2016
Procedural Modeling of Terrain from GPS Routes.
Proceedings of the XXVI Spanish Computer Graphics Conference, 2016

2015
Developing a virtual trade fair using an agent-oriented approach.
Multim. Tools Appl., 2015

2014
Three-dimensional trees for virtual globes.
Int. J. Digit. Earth, 2014

2012
Efficient Management of Forests for Real Time Rendering.
Proceedings of the GRAPP & IVAPP 2012: Proceedings of the International Conference on Computer Graphics Theory and Applications and International Conference on Information Visualization Theory and Applications, 2012

Design of a Game Creation Environment.
Proceedings of the XXII Spanish Computer Graphics Conference, 2012

2011
Design of a Multiuser Virtual Trade Fair Using a Game Engine.
Trans. Comput. Sci., 2011

View-dependent pruning for real-time rendering of trees.
Comput. Graph., 2011

2010
Virtual Trade Fair: A Multiuser 3D Virtual World for Business.
Proceedings of the 2010 International Conference on CyberWorlds, 2010

2008
Real-Time Illumination of Foliage Using Depth Maps.
Proceedings of the Computational Science, 2008

2007
A Clustering Framework for Real-time Rendering of Tree Foliage.
J. Comput., 2007

2006
Hardware-Oriented Visualisation of Trees.
Proceedings of the Computer and Information Sciences, 2006

2004
An Approach to Improve Strip-based Multiresolution Schemes.
Proceedings of the 12-th International Conference in Central Europe on Computer Graphics, 2004

A Comparison of Multiresolution Modelling in Real-Time Terrain Visualisation.
Proceedings of the Computational Science and Its Applications, 2004

Real-Time Tree Rendering.
Proceedings of the Computational Science, 2004

2002
Multiresolution Modelling Using Connectivity Information.
Proceedings of the 10-th International Conference in Central Europe on Computer Graphics, 2002

Geometric Simplification of Foliage.
Proceedings of the 23rd Annual Conference of the European Association for Computer Graphics, 2002

2001
Multiresolution Triangle Strips.
Proceedings of the IASTED International Conference on Visualization, 2001


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