My main research interest is in the field of huge model visualization, from terrains to fluid simulations, my recent publications are available in the VCLab publications page, precedent papers can be found in the older page, here is my phd thesis.
The standard way of representing "dynamic geometry" is by a set
of iso-surfaces. An alternative strategy is to represent the
whole sequence as a four-dimensional tetrahedral mesh.
We show how to interactively
render it by improving previous GPU-accelerated techniques and building
an out-of-core multi-resolution structure based on quadric-error
simplification.
[dynamic geometry]
A tool for interactive visualization of 3D scanned data in the Cultural Heritage domain.
Combines intuitive interface with point and click interface, state-of-the-art
continuous level-of-detail, flexible GUI structure XML based and multimedia integration.
[virtual inspector,
easy access]
Algorith and structures for seamless multiresolution visualization
of huge 3D meshes by splitting the model into clusters.
Tetrapuzzles is a 3D extension of BDAM (see terrains), while
BMT is based on the multi-triangulation framework.
[tetrapuzzles,
BMT]
Batched Dynamic Adaptive Meshes (BDAM) is an efficient technique for
out-of-core rendering and management of large textured terrain surfaces,
based on a paired tree structure: a tiled quadtree for texture data and
a pair of bintrees of small triangular patches for the geometry.
It employs a batched CPU/GPU communication model effectively removing the CPU
bottleneck.
[BDAM]