Jesús Gumbau

According to our database1, Jesús Gumbau authored at least 24 papers between 2006 and 2016.

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

Timeline

Legend:

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PhD thesis 
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Links

On csauthors.net:

Bibliography

2016
Separable soft shadow mapping.
Vis. Comput., 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

2013
Simplification method for textured polygonal meshes based on structural appearance.
Signal Image Video Process., 2013

Smooth shadow boundaries with exponentially warped Gaussian filtering.
Comput. Graph., 2013

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

An Efficient Approach to Render 3D Meshes by Managing Multiresolution Triangle Strips.
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
Techniques for improving the visualization of natural scenes.
PhD thesis, 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

Shadow map filtering with Gaussian shadow maps.
Proceedings of the 10th International Conference on Virtual Reality Continuum and its Applications in Industry, 2011

Improving Shadow Map Filtering with Statistical Analysis.
Proceedings of the 32nd Annual Conference of the European Association for Computer Graphics, 2011

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

Screen Space Soft Shadows.
Proceedings of the GPU Pro - Advanced Rendering Techniques., 2010

2009
Rendering continuous level-of-detail meshes by Masking Strips.
Graph. Model., 2009

User-assisted simplification method for triangle meshes preserving boundaries.
Comput. Aided Des., 2009

Screen Space Obscurances.
Proceedings of the XIX Spanish Computer Graphics Conference, 2009

Simplificación interactiva de vegetación usando el Hardware Gráfico.
Proceedings of the XIX Spanish Computer Graphics Conference, 2009

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

GPU-Based Normal Map Generation.
Proceedings of the GRAPP 2008, 2008

Representación de Sombras Suaves en Tiempo real Usando Mapas de Distancia.
Proceedings of the XVIII Spanish Computer Graphics Conference, 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


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