Julio Marco

dblp:148/8742 · DBLP profile ↗
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12ranked-venue papers
4as first author
5since 2021 · last 2024
0000-0001-9960-8945ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 12 · 4 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 2 · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2024 Time-Gated Polarization for Active Non-Line-Of-Sight Imaging
abstract
introducing a novel inversion method that leverages directionality information of polarized measurements to reduce directional ambiguities in the reconstruction.Our method is capable of imaging features of hidden surfaces inside the missing cone space of state-of-the-art NLOS methods, yielding fine reconstruction details even when using a fraction of measured points on the relay surface.We demonstrate the benefits of our method in both simulated and experimental scenarios.
Oscar Pueyo-Ciutad, Julio Marco, Stephane Schertzer, Frank Christnacher, Martin Laurenzis, Diego Gutierrez, Albert Redo-Sanchez
SIGGRAPH Asia2
2024 Foreword to the special section on Spanish Computer Graphics Conference 2024
Ana Serrano, Gustavo Patow, Julio Marco
Comput. Graph.3
2023 Self-Calibrating, Fully Differentiable NLOS Inverse Rendering
abstract
Existing time-resolved non-line-of-sight (NLOS) imaging methods reconstruct hidden scenes by inverting the optical paths of indirect illumination measured at visible relay surfaces. These methods are prone to reconstruction artifacts due to inversion ambiguities and capture noise, which are typically mitigated through the manual selection of filtering functions and parameters. We introduce a fully-differentiable end-to-end NLOS inverse rendering pipeline that self-calibrates the imaging parameters during the reconstruction of hidden scenes, using as input only the measured illumination while working both in the time and frequency domains. Our pipeline extracts a geometric representation of the hidden scene from NLOS volumetric intensities and estimates the time-resolved illumination at the relay wall produced by such geometric information using differentiable transient rendering. We then use gradient descent to optimize imaging parameters by minimizing the error between our simulated time-resolved illumination and the measured illumination. Our end-to-end differentiable pipeline couples diffraction-based volumetric NLOS reconstruction with path-space light transport and a simple ray marching technique to extract detailed, dense sets of surface points and normals of hidden scenes.We demonstrate the robustness of our method to consistently reconstruct geometry and albedo, even under significant noise levels.
Inchul Kim 0001, Dongyoung Choi, Julio Marco, Diego Gutierrez, Min H. Kim 0001
SIGGRAPH Asia4
2023 Virtual Mirrors: Non-Line-of-Sight Imaging Beyond the Third Bounce
abstract
Non-line-of-sight (NLOS) imaging methods are capable of reconstructing complex scenes that are not visible to an observer using indirect illumination. However, they assume only third-bounce illumination, so they are currently limited to single-corner configurations, and present limited visibility when imaging surfaces at certain orientations. To reason about and tackle these limitations, we make the key observation that planar diffuse surfaces behave specularly at wavelengths used in the computational wave-based NLOS imaging domain. We call such surfaces virtual mirrors. We leverage this observation to expand the capabilities of NLOS imaging using illumination beyond the third bounce, addressing two problems: imaging single-corner objects at limited visibility angles, and imaging objects hidden behind two corners. To image objects at limited visibility angles, we first analyze the reflections of the known illuminated point on surfaces of the scene as an estimator of the position and orientation of objects with limited visibility. We then image those limited visibility objects by computationally building secondary apertures at other surfaces that observe the target object from a direct visibility perspective. Beyond single-corner NLOS imaging, we exploit the specular behavior of virtual mirrors to image objects hidden behind a second corner by imaging the space behind such virtual mirrors, where the mirror image of objects hidden around two corners is formed. No specular surfaces were involved in the making of this paper.
Diego Royo, Talha Sultan, Adolfo Muñoz 0001, Khadijeh Masumnia-Bisheh, Eric Brandt, Diego Gutierrez, Andreas Velten, Julio Marco
ACM Trans. Graph.8
2021 Virtual light transport matrices for non-line-of-sight imaging
abstract
The light transport matrix (LTM) is an instrumental tool in line-of-sight (LOS) imaging, describing how light interacts with the scene and enabling applications such as relighting or separation of illumination components. We introduce a framework to estimate the LTM of non-line-of-sight (NLOS) scenarios, coupling recent virtual forward light propagation models for NLOS imaging with the LOS light transport equation. We design computational projector-camera setups, and use these virtual imaging systems to estimate the transport matrix of hidden scenes. We introduce the specific illumination functions to compute the different elements of the matrix, overcoming the challenging wide-aperture conditions of NLOS setups. Our NLOS light transport matrix allows us to (re)illuminate specific locations of a hidden scene, and separate direct, first-order indirect, and higher-order indirect illumination of complex cluttered hidden scenes, similar to existing LOS techniques.
Julio Marco, Adrián Jarabo, Ji Hyun Nam, Xiaochun Liu, Miguel Ángel Cosculluela, Andreas Velten, Diego Gutierrez
ICCV1
2020 A general framework for pearlescent materials
abstract
The unique and visually mesmerizing appearance of pearlescent materials has made them an indispensable ingredient in a diverse array of applications including packaging, ceramics, printing, and cosmetics. In contrast to their natural counterparts, such synthetic examples of pearlescence are created by dispersing microscopic interference pigments within a dielectric resin. The resulting space of materials comprises an enormous range of different phenomena ranging from smooth lustrous appearance reminiscent of pearl to highly directional metallic gloss, along with a gradual change in color that depends on the angle of observation and illumination. All of these properties arise due to a complex optical process involving multiple scattering from platelets characterized by wave-optical interference. This article introduces a flexible model for simulating the optics of such pearlescent 3D microstructures. Following a thorough review of the properties of currently used pigments and manufacturing-related effects that influence pearlescence, we propose a new model which expands the range of appearance that can be represented, and closely reproduces the behavior of measured materials, as we show in our comparisons. Using our model, we conduct a systematic study of the parameter space and its relationship to different aspects of pearlescent appearance. We observe that several previously ignored parameters have a substantial impact on the material's optical behavior, including the multi-layered nature of modern interference pigments, correlations in the orientation of pigment particles, and variability in their properties (e.g. thickness). The utility of a general model for pearlescence extends far beyond computer graphics: inverse and differentiable approaches to rendering are increasingly used to disentangle the physics of scattering from real-world observations. Our approach could inform such reconstructions to enable the predictive design of tailored pearlescent materials.
Ibón Guillén, Julio Marco, Diego Gutierrez, Wenzel Jakob, Adrián Jarabo
ACM Trans. Graph.2
2019 Progressive Transient Photon Beams
abstract
Abstract In this work, we introduce a novel algorithm for transient rendering in participating media. Our method is consistent, robust and is able to generate animations of time‐resolved light transport featuring complex caustic light paths in media. We base our method on the observation that the spatial continuity provides an increased coverage of the temporal domain, and generalize photon beams to transient‐state. We extend stead‐state photon beam radiance estimates to include the temporal domain. Then, we develop a progressive variant of our approach which provably converges to the correct solution using finite memory by averaging independent realizations of the estimates with progressively reduced kernel bandwidths. We derive the optimal convergence rates accounting for space and time kernels, and demonstrate our method against previous consistent transient rendering methods for participating media.
Julio Marco, Ibón Guillén, Wojciech Jarosz, Diego Gutierrez, Adrián Jarabo
Comput. Graph. Forum1
2018 Second-Order Occlusion-Aware Volumetric Radiance Caching
abstract
We present a second-order gradient analysis of light transport in participating media and use this to develop an improved radiance caching algorithm for volumetric light transport. We adaptively sample and interpolate radiance from sparse points in the medium using a second-order Hessian-based error metric to determine when interpolation is appropriate. We derive our metric from each point’s incoming light field, computed by using a proxy triangulation-based representation of the radiance reflected by the surrounding medium and geometry. We use this representation to efficiently compute the first- and second-order derivatives of the radiance at the cache points while accounting for occlusion changes. We also propose a self-contained 2D model for light transport in media and use it to validate and analyze our approach, demonstrating that our method outperforms previous radiance caching algorithms both in terms of accurate derivative estimates and final radiance extrapolation. We generalize these findings to practical 3D scenarios, where we show improved results while reducing computation time by up to 30% compared to previous work.
Julio Marco, Adrián Jarabo, Wojciech Jarosz, Diego Gutierrez
ACM Trans. Graph.1
2017 DeepToF: off-the-shelf real-time correction of multipath interference in time-of-flight imaging
abstract
Time-of-flight (ToF) imaging has become a widespread technique for depth estimation, allowing affordable off-the-shelf cameras to provide depth maps in real time. However, multipath interference (MPI) resulting from indirect illumination significantly degrades the captured depth. Most previous works have tried to solve this problem by means of complex hardware modifications or costly computations. In this work, we avoid these approaches and propose a new technique to correct errors in depth caused by MPI, which requires no camera modifications and takes just 10 milliseconds per frame. Our observations about the nature of MPI suggest that most of its information is available in image space; this allows us to formulate the depth imaging process as a spatially-varying convolution and use a convolutional neural network to correct MPI errors. Since the input and output data present similar structure, we base our network on an autoencoder, which we train in two stages. First, we use the encoder (convolution filters) to learn a suitable basis to represent MPI-corrupted depth images; then, we train the decoder (deconvolution filters) to correct depth from synthetic scenes, generated by using a physically-based, time-resolved renderer. This approach allows us to tackle a key problem in ToF, the lack of ground-truth data, by using a large-scale captured training set with MPI-corrupted depth to train the encoder, and a smaller synthetic training set with ground truth depth to train the decoder stage of the network. We demonstrate and validate our method on both synthetic and real complex scenarios, using an off-the-shelf ToF camera, and with only the captured, incorrect depth as input.
Julio Marco, Quercus Hernandez, Adolfo Muñoz 0001, Yue Dong 0001, Adrián Jarabo, Min H. Kim 0001, Xin Tong 0001, Diego Gutierrez
ACM Trans. Graph.1
2017 Recent advances in transient imaging: A computer graphics and vision perspective
abstract
Transient imaging has recently made a huge impact in the computer graphics and computer vision fields. By capturing, reconstructing, or simulating light transport at extreme temporal resolutions, researchers have proposed novel techniques to show movies of light in motion, see around corners, detect objects in highly-scattering media, or infer material properties from a distance, to name a few. The key idea is to leverage the wealth of information in the temporal domain at the pico or nanosecond resolution, information usually lost during the capture-time temporal integration. This paper presents recent advances in this field of transient imaging from a graphics and vision perspective, including capture techniques, analysis, applications and simulation.
Adrián Jarabo, Belén Masiá, Julio Marco, Diego Gutierrez
Vis. Informatics3
2016 Real-time rendering on a power budget
abstract
With recent advances on mobile computing, power consumption has become a significant limiting constraint for many graphics applications. As a result, rendering on a power budget arises as an emerging demand. In this paper, we present a real-time, power-optimal rendering framework to address this problem, by finding the optimal rendering settings that minimize power consumption while maximizing visual quality. We first introduce a novel power-error, multi-objective cost space, and formally formulate power saving as an optimization problem. Then, we develop a two-step algorithm to efficiently explore the vast power-error space and leverage optimal Pareto frontiers at runtime. Finally, we show that our rendering framework can be generalized across different platforms, desktop PC or mobile device, by demonstrating its performance on our own OpenGL rendering framework, as well as the commercially available Unreal Engine.
Rui Wang 0004, Julio Marco, Tianlei Hu, Diego Gutierrez, Hujun Bao
ACM Trans. Graph.3
2014 A framework for transient rendering
abstract
Recent advances in ultra-fast imaging have triggered many promising applications in graphics and vision, such as capturing transparent objects, estimating hidden geometry and materials, or visualizing light in motion. There is, however, very little work regarding the effective simulation and analysis of transient light transport, where the speed of light can no longer be considered infinite. We first introduce the transient path integral framework, formally describing light transport in transient state. We then analyze the difficulties arising when considering the light's time-of-flight in the simulation (rendering) of images and videos. We propose a novel density estimation technique that allows reusing sampled paths to reconstruct time-resolved radiance, and devise new sampling strategies that take into account the distribution of radiance along time in participating media. We then efficiently simulate time-resolved phenomena (such as caustic propagation, fluorescence or temporal chromatic dispersion), which can help design future ultra-fast imaging devices using an analysis-by-synthesis approach, as well as to achieve a better understanding of the nature of light transport.
Adrián Jarabo, Julio Marco, Adolfo Muñoz 0001, Raul Buisan, Wojciech Jarosz, Diego Gutierrez
ACM Trans. Graph.2