Miguel Chover

Orcid: 0000-0002-0525-7038

According to our database1, Miguel Chover authored at least 106 papers between 1996 and 2023.

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

Timeline

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Bibliography

2023
Comparative study of interaction methods for mobile gaming while running on a treadmill.
Comput. Graph., December, 2023

Gamification and Virtual Reality for Tongue Rehabilitation.
IEEE Access, 2023

Appling a Solution-Focused Approach (SFA) to Overcoming Barriers in Integrating Video Games into the Classroom.
Proceedings of the Games and Learning Alliance - 12th International Conference, 2023

A Multi-agent Sudoku Through the Wave Function Collapse.
Proceedings of the Multi-Agent Systems - 20th European Conference, 2023

Una experiencia de Turismo cultural en Realidad Aumentada: Guardianes de Segorbe (A Cultural Tourism experience in Augmented Reality: Guardians of Segorbe).
Proceedings of the Actas del II Congreso Español de Videojuegos (CEV 2023), 2023

Probando los efectos de la representación no fotorrealista en los videojuegos: Un estudio comparativo (Testing the Effects of Non-Photorealistic Rendering on Video Games: A Comparative Study).
Proceedings of the Actas del II Congreso Español de Videojuegos (CEV 2023), 2023

Desarrollo de un videojuego de cinta para correr: Tecnología y Mecánicas (Development of a Treadmill Video Game: Technology and Mechanics).
Proceedings of the Actas del II Congreso Español de Videojuegos (CEV 2023), 2023

2022
Improved perception of ceramic molds through augmented reality.
Multim. Tools Appl., 2022

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

Virtual Reality versus Desktop Experience in a Dangerous Goods Simulator.
Int. J. Serious Games, 2022

Comparison Between Running on a Treadmill in a Simulator and in a Video Game.
Proceedings of the International Conference on Ubiquitous Computing & Ambient Intelligence, 2022

A Face-Tracking Method for Estimating Cadence on Treadmills.
Proceedings of the International Conference on Ubiquitous Computing & Ambient Intelligence, 2022

Testing wave function collapse to represent behaviors in video games (poster).
Proceedings of the Actas del I Congreso Español de Videojuegos, 2022

Playing Ring Fit Adventures on the floor or on a treadmill: a comparative study.
Proceedings of the Actas del I Congreso Español de Videojuegos, 2022

2021
A Multi-agent Specification for the Tetris Game.
Proceedings of the Distributed Computing and Artificial Intelligence, 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

A game engine to make games as multi-agent systems.
Adv. Eng. Softw., 2020

A Game Logic Specification Proposal for 2D Video Games.
Proceedings of the Trends and Innovations in Information Systems and Technologies, 2020

A First Step to Specify Arcade Games as Multi-agent Systems.
Proceedings of the Trends and Innovations in Information Systems and Technologies, 2020

Un lenguaje para la especificación de la lógica de juegos(A language for specifying game logic).
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
Analyzing autostereoscopic environment configurations for the design of videogames.
Multim. Syst., 2019

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

2017
Hacia la configuración óptima de entornos autoestereoscópicos para desarrollo de videojuegos.
Proceedings of the 4th Congreso de la Sociedad Española para las Ciencias del Videojuego, 2017

Procedural Generation of Natural Environments with Restrictions.
Proceedings of the XXVII Spanish Computer Graphics Conference, 2017

2016
Separable soft shadow mapping.
Vis. Comput., 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
Efficient visualization of 3D models on hardware-limited portable devices.
Multim. Tools Appl., 2014

Automatic terrain generation with a sketching tool.
Multim. Tools Appl., 2014

Synthetic content generation for auto-stereoscopic displays.
Multim. Tools Appl., 2014

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

Reducing complexity in polygonal meshes with view-based saliency.
Comput. Aided Geom. Des., 2014

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

A Multiresolution Approach to Render 3D Models.
Informatica, 2013

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

2012
Real-time tessellation of terrain on graphics hardware.
Comput. Geosci., 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

Continuous Level of Detail for Large Scale Rendering of 3D Animated Polygonal Models.
Proceedings of the Articulated Motion and Deformable Objects, 2012

2011
Visualization of level-of-detail meshes on the GPU.
Vis. Comput., 2011

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

Rain Simulation in Dynamic Scenes.
Int. J. Creative Interfaces Comput. Graph., 2011

Tsallis Entropy for Geometry Simplification.
Entropy, 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

Information theory in computer graphics and visualization.
Proceedings of the SIGGRAPH Asia 2011 Courses, Hong Kong, December 12-15, 2011, 2011

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

2010
3D visualization of sea.
J. Vis., 2010

Adaptive Keyframing Animation on the GPU Using Triangle Strips.
Proceedings of the Prodeedings of the 2010 International Conference on Computational Science and Its Applications, 2010

Tessellating Ocean Surfaces.
Proceedings of the GRAPP 2010, 2010

Viewpoint Entropy-driven Simplification Method for Textured Triangle Meshes.
Proceedings of the GRAPP 2010, 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
Information Theory Tools for Computer Graphics
Synthesis Lectures on Computer Graphics and Animation, Morgan & Claypool Publishers, ISBN: 978-3-031-79546-6, 2009

Creation and control of rain in virtual environments.
Vis. Comput., 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

Denotational Semantics for Social Communication among Agents.
Proceedings of the 18th International Conference on Software Engineering and Data Engineering (SEDE-2009), 2009

Optimizing the Management and Rendering of Rain.
Proceedings of the GRAPP 2009, 2009

Simulación de Lluvia sobre Escenas Dinámicas.
Proceedings of the XIX Spanish Computer Graphics Conference, 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
Viewpoint-based simplification using f-divergences.
Inf. Sci., 2008

Surveying the identification of communities.
Int. J. Web Based Communities, 2008

Optimizing the management of continuous level of detail models on GPU.
Comput. Graph., 2008

Viewpoint-driven simplification using mutual information.
Comput. Graph., 2008

Sliding-Tris: A Sliding Window Level-of-Detail Scheme.
Proceedings of the Computational Science, 2008

Level-of-Detail Triangle Strips for Deforming Meshes.
Proceedings of the Computational Science, 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

Técnicas para Visualización de lluvia en Entornos Virtuales.
Proceedings of the XVIII Spanish Computer Graphics Conference, 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

E-Commerce Transaction Modeling Using Moderately Open Multi-Agent Systems.
Proceedings of the ICEIS 2007, 2007

A texture-based metric extension for simplification methods.
Proceedings of the GRAPP 2007, 2007

Applications of Information Theory to Computer Graphics.
Proceedings of the 28th Annual Conference of the European Association for Computer Graphics, 2007

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

Techniques for Computing Viewpoint Entropy of a 3D Scene.
Proceedings of the Computational Science, 2006

Continuous Level of Detail on Graphics Hardware.
Proceedings of the Discrete Geometry for Computer Imagery, 13th International Conference, 2006

2005
A Comparative Study of Acceleration Techniques for Geometric Visualization.
Proceedings of the Computational Science, 2005

2004
Efficiently using connectivity information between triangles in a mesh for real-time renderin.
Future Gener. Comput. Syst., 2004

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

Level of Detail Modelling in a Computer Game Engine.
Proceedings of the Entertainment Computing, 2004

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

Variable Level of Detail Strips.
Proceedings of the Computational Science and Its Applications, 2004

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

LodStrips: Level of Detail Strips.
Proceedings of the Computational Science, 2004

Real-Time Terrain Rendering using LodStrips Multiresolution Model.
Proceedings of the 15th International Workshop on Database and Expert Systems Applications (DEXA 2004), with CD-ROM, 30 August, 2004

2003
View-Dependent Multiresolution Model For Foliage.
Proceedings of the 11-th International Conference in Central Europe on Computer Graphics, 2003

2002
Multiresolution modeling of arbitrary polygonal surfaces: a characterization.
Comput. Graph., 2002

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

Efficient Implementation of Multiresolution Triangle Strips.
Proceedings of the Computational Science - ICCS 2002, 2002

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

2001
Variable Resolution Level-of-Detail of Multiresolution Ordered Meshes.
Proceedings of the 9-th International Conference in Central Europe on Computer Graphics, 2001

Searching Triangle Strips Guided by Simplification Criterion.
Proceedings of the 9-th International Conference in Central Europe on Computer Graphics, 2001

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

2000
Multiresolution Modelling of Polygonal Surface Meshes Using Triangle Fans.
Proceedings of the Discrete Geometry for Computer Imagery, 9th International Conference, 2000

1999
A First Step to Evaluate and Compare Multiresolution Models.
Proceedings of the 20th Annual Conference of the European Association for Computer Graphics, 1999

1998
Multiresolution modeling using binary space partitioning trees.
Comput. Networks, 1998

Multiresolution Ordered Meshes.
Proceedings of the International Conference on Information Visualisation, 1998

1997
Binary space partitioning trees: a multiresolution approach.
Proceedings of the First International Conference on Information Visualisation, 1997

1996
Geometric substitution using random L-systems.
Comput. Graph., 1996


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