CEIG: Spanish Computer Graphics Conference
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Item 3D Environment Understanding in Real-time Using Input CAD Models for AR Applications(The Eurographics Association, 2019) Rodríguez, David Jurado; Rodríguez, Juan Manuel Jurado; Alvarado, Lidia Ortega; Higueruela, Francisco Ramón Feito; Casas, Dan and Jarabo, AdriánThe automatic recognition of real environments has become a relevant issue for multiple purposes in computer graphics, computer vision and artificial intelligence. In this work, we focus on environment understanding according to input CAD models for an Augmented Reality (AR) application. We provide a novel solution for the management of building infrastructures in indoor spaces. The use case has been the University of Jaén to visualize correctly their service facilites from AR. To this end, firstly, the CAD models (2D) have been segmented in order to simplify its geometry. As a result, an efficient data structure has been created for real-time alignement to scanned data. Secondly, we have developed a mobile application based on ARCore library to capture and generate 3D planes of the user environment. Finally, we have carried out a method to align automatically the virtual elements such as walls, doors and grounds to the real world. The main objective of this research is to calculate the needed geometric transformations of virtual elements and thus, to achieve a correct overlappping with the real world by understanding their physical and spatial constraints in real time.Item 3D GIS Based on WebGL for the Management of Underground Utilities(The Eurographics Association, 2017) Jurado, Juan Manuel; Ortega, Lidia; Feito, Francisco R.; Fco. Javier Melero and Nuria PelechanoThis work summarizes a web application related to a research project about underground infrastructures. The aim is to visualize, analyse and manage all underground layers inside 3D urban environments. This is possible using WebGL to develop a web application which may be used from mobile devices. The study of terrain relief to calculate the depth of these infrestructures, the conversion of 2D data to 3D models, the definition of a spatial database and the use of virtual reality to visualize the resulting 3D scene make of this application a useful tool for utility companies dealing with underground infrastructures.Item 3D Interaction with Smartphone-like Devices(The Eurographics Association, 2012) Rodríguez, A.; León, A.; Torres, J. C.; Isabel Navazo and Gustavo Patow3D applications require a series of 3D operations that are difficult to perform with the traditional interaction devices such as mouse and keyboard. In this paper we present a new 3D interaction system using smartphone-like devicesItem 3D Mapping Approach to Analyze the Evolution of Vegetation Using Multispectral Imagery(The Eurographics Association, 2018) Jurado, Juan Manuel; Ortega, Lidia; Feito, Francisco Ramón; García-Fernández, Ignacio and Ureña, CarlosThe 3D simulation for the evolution process of crop types requires the management of large volume of data to make an accurate analysis of functional and structural vegetation characteristics. In fact, current geomatics technologies allow the capture of massive and heterogeneous data with a great spatial resolution. Regarding research advances for precision agriculture applications Unmanned Aerial Vehicles (UAV)-based remote sensing offers great possibilities to acquire field data in a fast and reliable way. The main aim of this paper is twofold: (1) the study of multispectral imaging from UAVs for reflectance maps calculation, (2) 3D mapping and modeling using RGB and multispectral imagery in order to create a 3D NDVI (Normalized Difference Vegetation Index) point cloud. We are focussed on 4D inspection of olive trees including spatio-temporal data for reflectance change detection in multispectral remote sensing images.Item 3DCurator: A 3D Viewer for CTs of Polychromed Wood Sculptures(The Eurographics Association, 2016) Bolívar, Francisco Javier; Melero, Francisco Javier; Alejandro Garcia-Alonso and Belen MasiaWe present in this work a new software designed for the 3D documentation of wood sculptures from computer tomography (CT) datasets. The system provides rendering presets and tools that allow the experts to examine the artwork in a more confident and exhaustive manner than using the traditional bidimensional X-ray plate. Most of current available volume rendering tools are very expensive and oriented towards medical datasets, which makes unusable by art curators due to its price and its humanfocused rendering options. We have developed a new system that loads DICOM files and performs rendering operations and several documentation actions, such as taking measurements or extracting slices at any orientation.Item A 3DWeb Application for Weather Forecast Based on WebGL(The Eurographics Association, 2015) Graciano, Alejandro; Rueda, Antonio J.; Feito, Francisco R.; Martínez, Francisco; Mateu Sbert and Jorge Lopez-MorenoManagement, interpretation and visualization of geoscientific and atmospherical information is a major problem for the geoscientist and for a correct diffusion, due to its high volume, complexity, spatiotemporal dimension and three-dimensional nature. As a result, development of software tools for integration, exploration and graphical analysis of the growing amount of available geodata is of great importance. In the last decade a trend towards the implementation of these tools as web applications has consolidated because of its benefits: universal access, permanent availability and ease of collaborative use. However until recently Web development technologies have been ill-equipped for implementing interactive 2D and 3D applications dealing with large amounts of data as required by many geoscience applications. The support of WebGL by most modern browsers has changed this situation and promises to revolutionize the Web in the next few years with a new generation of visually appealing, high performance interactive applications. In this work we describe the technologies for 3D Web and their use in the context of atmospherical data using a 3D weather information application as case study.Item Adaptation of Interaction Mechanisms in Virtual Reality Shopping Environments for People with Upper Limb Motor Difficulties(The Eurographics Association, 2024) Grande, Rubén; Herrera, Vanesa; Glez-Morcillo, Carlos; Reyes, Ana de los; Castro-Schez, José J.; Albusac, Javier; Marco, Julio; Patow, Gustavo; Grande, Rubén|https://orcid.org/0000-0002-0583-6865; Herrera, Vanesa|https://orcid.org/0000-0002-6187-4794; Glez-Morcillo, Carlos|https://orcid.org/0000-0002-8568-9542; Reyes, Ana de los|https://orcid.org/0000-0003-2905-2405; Castro-Schez, José J.|https://orcid.org/0000-0002-0201-7653; Albusac, Javier|https://orcid.org/0000-0003-1889-3065In recent years, there has been research and exploration into the development of new shopping experiences within the field of electronic commerce (e-commerce). One of the technologies that can offer a more immersive shopping experience is Virtual Reality (VR). Retail giants such as Amazon and Alibaba Group have begun to use it. The technological advancement of VR, motivated by its use in various domains like e-commerce, has driven the development of software tools like APIs which allow developers to easily develop applications for these devices. One of the latest technologies included in recent VR headsets is hand tracking, which allows users to use their own hands as an input method to interact with the virtual environment. However, software tools for the development of VR applications are not fully adapted to include accessibility options for people with motor difficulties in their bodies, making it very difficult for these people to use this technology with both controllers and hand tracking. To promote accessibility options in the use of VR shopping environments, this study will present the adaptation of a set of interaction mechanisms, among which we highlight: automatic object grabbing, release of grabbed objects, navigation through the environment, attraction of distant objects, and interaction with the shopping cart. These adaptations will be made using Meta's API for Meta Quest devices as a base. The adapted environment has been tested by healthy students from the faculty and one of them with reduced mobility in the left half of his body after suffering a stroke. In this paper, we present the feedback provided by the volunteers, as well as the verification that these interaction mechanisms meet our expectations. This is an essential previous step to carry out a planned experimental session with patients with spinal cord injuries and therapist at the National Hospital for Paraplegics in Toledo (HNPT).Item An adaptative Shader for Human Visual Defects Simulation(The Eurographics Association, 2023) Fons, Pere; Buades, Jose Maria; Perales, Franisco; Gimeno Sancho, Jesús; Comino Trinidad, MarcA novel programmable shader is proposed to accurately simulate the main important human visual defects under different situations in daily life. An improved model of eye model is introduced to reasonably predict the anatomical and optical properties of the human eye. This eye model is composed of an accommodation and color model, and both these models are combined to simulate the varying refractive power of the human eye and color vision deficiency. Finally, distributed ray tracing techniques is combined with this eye model to produce a variety of visual results using the programmable shader in NVIDIA OptiX environment.Item Analysis of Coded Apertures for Defocus Deblurring of HDR Images(The Eurographics Association, 2012) Garcia, Luis; Presa, Lara; Gutierrez, Diego; Masia, Belen; Isabel Navazo and Gustavo PatowIn recent years, research on computational photography has reached important advances in the field of coded apertures for defocus deblurring. These advances are known to perform well for low dynamic range images (LDR), but nothing is written about the extension of these techniques to high dynamic range imaging (HDR). In this paper, we focus on the analysis of how existing coded apertures techniques perform in defocus deblurring of HDR images. We present and analyse three different methods for recovering focused HDR radiances from an input of blurred LDR exposures and from a single blurred HDR radiance, and compare them in terms of the quality of their results, given by the perceptual metric HDR-VDP2. Our research includes the analysis of the employment of different statistical deconvolution priors, made both from HDR and LDR images, performing synthetic experiments as well as real ones.Item Animación de Actores Virtuales: Expresión de Emociones Mediante Lenguaje Corporal(The Eurographics Association, 2008) Guedes, A.; Baldassarri, S.; Cerezo, E.; Luis Matey and Juan Carlos TorresPara lograr que los personajes sintéticos resulten más creíbles y con un comportamiento más natural para el usuario, en este artículo se aborda el problema de la expresión de las emociones, a través del lenguaje corporal. El sistema desarrollado permite la síntesis corporal de seis emociones básicas: enfado, disgusto, miedo, alegría, tristeza y sorpresa, más la neutral, y, a diferencia de otros trabajos previos no se limita a un ámbito o entorno específicoItem Aplicación del motor de videojuegos Unity para la reconstrucción virtual de yacimientos arqueológicos(The Eurographics Association, 2021) Calzado-Martínez, Alberto; García-Fernández, Ángel Luis; Ortega-Alvarado, Lidia M.; Ortega, Lidia M. and Chica, AntonioEn este trabajo se presenta una aplicación desarrollada para enriquecer y ampliar las técnicas actuales de registro arqueológico. Basada en una arquitectura cliente-servidor, se ha utilizado el motor de videojuegos Unity para implementar una aplicación cliente sencilla e intuitiva que permite realizar la reconstrucción virtual de un yacimiento a partir del escaneado 3D in situ del terreno excavado, así como del escaneado 3D en laboratorio de los hallazgos más importantes. Así se consigue preservar la información espacial del yacimiento, y se facilita la visita virtual del mismo desde cualquier equipo conectado a Internet.Item An Application to Interact with 3D Models Reconstructed from Medical Images(The Eurographics Association, 2012) Paulano, F.; Pulido, R.; Jiménez, J. J.; Isabel Navazo and Gustavo PatowAlthough the reconstruction of 3D models from medical images is not an easy task, there are many algorithms to perform it. However, the reconstructed models are usually large, have a lot of outliers and have not a correct topology. For that reason, the algorithms used to interact with them must be fast and robust. In this paper, we present an application that enables the interaction with models reconstructed from medical images. The application uses Marching Cubes to generate triangle soups from the medical images. Then, the user can define models by selecting a set of triangles. Once the models have been defined, the application allows to interact with them. In addition, a detailed collision detection is calculated between the models in the scene in order not only to avoid that models in the scene collide, but also to determine which triangles are overlapping. In addition, the calculation of distances and nearest points provides visual aid when the user is interacting with the models.Item Augmented Reality System to Assist in Manufacturing Processes(The Eurographics Association, 2016) Ugarte, Ramón Jesus; Barrena, Nagore; Diez, Helen Victoria; Álvarez, Hugo; Oyarzun, David; Alejandro Garcia-Alonso and Belen MasiaThis paper presents the initial results of a research project focused on bringing the Markerless Augmented Reality technology to the advance manufacturing sector. These initial results consist in a completely functional software system where a very simple use case is implemented to validate a set of base technologies. It has been implemented using a conventional camera without placing any markers to not modify the working environment and to not interfere with other industrial systems. Moreover, stability is a strong requirement to obtain a system that is actually useful in a manufacturing environment. Therefore, it is expected that an advanced version of this technology can be applied in an actual industrial use case in a short-to-medium term.Item Auto-labeling as a Minimization Problem with Virtual Occlusions(The Eurographics Association, 2008) Cuevas, A.; Rodriguez-Navarro, J.; Susin, A.; Luis Matey and Juan Carlos TorresIn this paper we propose a fast algorithm for the automatic labeling of a set of predefined markers in an optical motion capture system. This algorithm is facing the problem as a minimization problem, using a virtual representation of the real model to predict possible occlusions that happen in the captured images. Moreover, we take advantage of the knowledge of the cameras parameters to solve potential labeling conflicts between markers.Item Bidirectional Clustering for Scalable VPL-based Global Illumination(The Eurographics Association, 2015) Jarabo, Adrian; Buisan, Raul; Gutierrez, Diego; Mateu Sbert and Jorge Lopez-MorenoVirtual Point Lights (VPL) methods approximate global illumination (GI) in a scene by using a large number of virtual lights modeling the reflected radiance of a surface. These methods are efficient, and allow computing noise-free images significantly faster that other methods. However, they scale linearly with the number of virtual lights and with the number of pixels to be rendered. Previous approaches improve the scalability of the method by hierarchically evaluating the virtual lights, allowing sublinear performance with respect the lights being evaluated. In this work, we introduce a novel bidirectional clustering approach, by hierarchically evaluating both the virtual lights and the shading points. This allows reusing radiance evaluation between pixels, and obtaining sublinear costs with respect to both lights and camera samples. We demonstrate significantly better performance than state-of-the-art VPL clustering methods with several examples, including high-resolution images, distributed effects, and rendering of light fields.Item Bidirectional Rendering of Polarized Light Transport(The Eurographics Association, 2016) Jarabo, Adrian; Gutierrez, Diego; Alejandro Garcia-Alonso and Belen MasiaOn the foundations of many rendering algorithm is the symmetry between the path traversed by light and its adjoint from the camera. However, several effects, including polarization or fluorescence, break that symmetry and are defined only on the direction of light. This complicates the applicability of bidirectional methods, that exploit the symmetry for effective rendering light transport. In this work we focus on how to include polarization within a bidirectional rendering algorithm. For that, we generalize the path integral to support the constraints imposed by non-symmetric light transport. Based on this theoretical framework, we propose modifications on two bidirectional methods, namely bidirectional path tracing and photon mapping, extending them to support polarization.Item A Biologically-Inspired Appearance Model for Snake Skin(The Eurographics Association, 2023) Padron-Griffe, Juan Raul; Bielsa, Diego; Jarabo, Adrian; Muñoz, Adolfo; Gimeno Sancho, Jesús; Comino Trinidad, MarcSimulating the light transport on biological tissues is a longstanding challenge, given its complex multilayered structure. In biology, one of the most remarkable and studied examples of tissues are the scales that cover the skin of reptiles, which present a combination of photonic structures and pigmentation. This is, however, a somewhat ignored problem in computer graphics. In this work, we propose a multilayered appearance model based on the anatomy of the snake skin. Some snakes are known for their striking, highly iridescent scales resulting from light interference. We model snake skin as a two-layered reflectance function: The top layer is a thin layer resulting on a specular iridescent reflection, while the bottom layer is a diffuse highlyabsorbing layer, that results into a dark diffuse appearance that maximizes the iridescent color of the skin. We demonstrate our layered material on a wide range of appearances, and show that our model is able to qualitatively match the appearance of snake skin.Item BIOMIMO, Estudio Ergonómico Aumentado Utilizando un Sistema de Captura de Movimiento Infrarrojo de Alta Precisión y Realidad Aumentada(The Eurographics Association, 2009) Gimeno, Jesús; Gorosabel, Maite; Sanchez, Fernando Manuel; Pujana-Arrese, Aron; Fernandez, Marcos; Landaluze, Joseba; Carlos Andujar and Javier LluchEn este artículo se describe la realización de un estudio ergonómico del miembro superior derecho aplicando técnicas de Realidad Aumentada y captura de movimiento de alta precisión. Utilizando el Software desarrollado, llamado BIOMIMO estudio ergonómico aumentado, un experto puede observar al usuario durante el estudio, obteniendo una visualización aumentada del mismo. Para aumentar la visión del experto, el sistema de captura infrarrojo de alta precisión envía la información que se representan en forma de un esqueleto tridimensional superpuesto a la imagen del sujeto evaluado, y valores calculados en tiempo real (ángulos de estudio, posiciones relativas, etc.). Como resultado, el análisis del experto ya no solo se basa en su percepción, sino que en tiempo real tiene información exacta de los movimientos del brazo.Item Blast Features and Requirements for Fracturing Osseous Models(The Eurographics Association, 2018) Pérez, Francisco Daniel; Jiménez, Juan José; Jiménez, Juan Roberto; García-Fernández, Ignacio and Ureña, CarlosFracturing osseous models is a challenge in computer graphics. The generation of bone fractures is important in the field of traumatology mainly for training. This field of research can provide specialists with a rich and varied amount of fracture cases. Traditionally, the generation of bone fractures has been carried out by using a finite element method (FEM) approach. Nevertheless, this approach requires a precise physical information of the model and the incoming forces that are not usually available. Thus, we propose a geometric approach to avoid these initial requirements. This paper evaluates the adequacy of a given generic destruction library (Blast) within the bone fracture generation context. Our aim is to assess its suitability to provide varied, uncommon cases and morphologically rich fractures in the field of bone fractures. In order to achieve quality results, bone models are evaluated at different scales, spanning from the macroscale to the nanoscale. This study highlights the advantages and shortcomings of the revised library. Additionally, it provides a groundwork for the use of this library in the context of fracturing osseous models as well as a set of addons needed to get a tool specifically designed for this aim.Item Bq-Rtree: una estructura de datos para la visualización de entornos urbanos en tiempo real(The Eurographics Association, 2009) Pina, Jose Luis; Cerezo, Eva; Seron, Francisco; Carlos Andujar and Javier LluchEl view-culling o podado de la pirámide de visión, es una técnica de aceleración habitualmente usada para conseguir movimientos de cámara en tiempo real en escenarios virtuales complejos. El rendimiento de esta técnica depende en gran manera de la estructura de datos sobre la cual se realice el podado. En este artículo se propone una estructura de datos, la BqR-Tree, la cual es una R-Tree modificada que mejora el rendimiento habitual de las R-Tree en la fase de view-culling. Para construir la estructura en tiempo de preprocesado, la ciudad se divide por medio de una partición espacial en quadtree y la manzana urbana se adopta como la unidad básica. La finalidad de esta estructura es acelerar la visualización de escenarios complejos urbanos que contengan, no sólo elementos estáticos, sino también dinámicos. La utilidad de esta estructura ha sido probada con datos poco estructurados, lo que la hace apropiada para casi cualquier conjunto de datos urbanos, y ha sido contrastada con otras estructuras de datos obteniendo resultados que suponen un promedio del 30% de mejora en la velocidad de visualización.