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Néstor Monzón

dblp:335/8032 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2026
0000-0002-5323-3233ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Computer graphics and multimedia
1 paper
Rendering · 67% Computational photography and imaging · 33%
Artificial intelligence
1 paper
Face, body and person analysis · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computational photography and imaging
reflectance acquisition
0.812024
Polarimetric BSSRDF Acquisition of Dynamic Faces · ACM Trans. Graph. 2024
Rendering › appearance modeling
skin reflectance modeling
0.812024
Polarimetric BSSRDF Acquisition of Dynamic Faces · ACM Trans. Graph. 2024
Rendering
subsurface scattering
0.812024
Polarimetric BSSRDF Acquisition of Dynamic Faces · ACM Trans. Graph. 2024

Methods — techniques the papers use, named apart from their topics

polarimetric acquisition · 1.5multispectral absorption analysis · 1.5
YearPublicationVenuePosition
2026 One-more-vertex Next-Event Estimation with Hierarchical Geometry Sampling
abstract
Abstract Robust next‐event estimation (NEE) remains a challenge in scenes characterized by sparse or small‐scale geometry where indirect illumination is the primary transport mechanism. In these scenes, traditional path construction, which relies on local directional sampling, often fails to find intersections with the sparse geometry, and standard NEE also struggles as it typically connects vertices directly to emitters, failing when those connections are occluded or require intermediate bounces. We propose a novel approach that constructs paths via direct geometry sampling. Instead of relying on stochastic ray casting, we repurpose the scene's bounding volume hierarchy (BVH) as a hierarchical sampling structure. By performing a stochastic top‐down traversal, we transform the selection of the next path vertex into a hierarchical problem. To prioritize high‐throughput connections, the traversal is guided by a proxy contribution function evaluated at each internal node. This function leverages aggregated statistics of the geometry contained in the BVH nodes to efficiently estimate contribution during traversal. We demonstrate orders of magnitude improvements in complex scenarios such as indirect illumination from sparse geometry or rendering discrete scattering media.
Jorge Garcia-Pueyo, Néstor Monzón, Adrián Jarabo, Adolfo Muñoz 0001
Comput. Graph. Forum2
2024 Real-Time Underwater Spectral Rendering
abstract
Abstract The light field in an underwater environment is characterized by complex multiple scattering interactions and wavelength‐dependent attenuation, requiring significant computational resources for the simulation of underwater scenes. We present a novel approach that makes it possible to simulate multi‐spectral underwater scenes, in a physically‐based manner, in real time. Our key observation is the following: In the vertical direction, the steady decay in irradiance as a function of depth is characterized by the diffuse downwelling attenuation coefficient, which oceanographers routinely measure for different types of waters. We rely on a database of such real‐world measurements to obtain an analytical approximation to the Radiative Transfer Equation, allowing for real‐time spectral rendering with results comparable to Monte Carlo ground‐truth references, in a fraction of the time. We show results simulating underwater appearance for the different optical water types, including volumetric shadows and dynamic, spatially varying lighting near the water surface.
Néstor Monzón, Diego Gutierrez, Derya Akkaynak, Adolfo Muñoz 0001
Comput. Graph. Forum1
2024 Polarimetric BSSRDF Acquisition of Dynamic Faces
abstract
Acquisition and modeling of polarized light reflection and scattering help reveal the shape, structure, and physical characteristics of an object, which is increasingly important in computer graphics. However, current polarimetric acquisition systems are limited to static and opaque objects. Human faces, on the other hand, present a particularly difficult challenge, given their complex structure and reflectance properties, the strong presence of spatially-varying subsurface scattering, and their dynamic nature. We present a new polarimetric acquisition method for dynamic human faces, which focuses on capturing spatially varying appearance and precise geometry, across a wide spectrum of skin tones and facial expressions. It includes both single and heterogeneous subsurface scattering, index of refraction, and specular roughness and intensity, among other parameters, while revealing biophysically-based components such as inner- and outer-layer hemoglobin, eumelanin and pheomelanin. Our method leverages such components' unique multispectral absorption profiles to quantify their concentrations, which in turn inform our model about the complex interactions occurring within the skin layers. To our knowledge, our work is the first to simultaneously acquire polarimetric and spectral reflectance information alongside biophysically-based skin parameters and geometry of dynamic human faces. Moreover, our polarimetric skin model integrates seamlessly into various rendering pipelines.
Hyunho Ha, Inseung Hwang, Néstor Monzón, Donggun Kim 0002, Seung-Hwan Baek, Adolfo Muñoz 0001, Diego Gutierrez, Min H. Kim 0001
ACM Trans. Graph.3