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Javier Fabre

dblp:371/3841 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2026
0000-0002-0846-8121ORCID · 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
Geometric modeling and processing · 61% Rendering · 30% Computational photography and imaging · 9%

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

TopicWeightPapersLastEvidence papers
Rendering
inverse rendering
1.012026
Surface Estimation of Translucent Materials: An Application to Fabric Digitization · IEEE Trans. Vis. Comput. Graph. 2026
Geometric modeling and processing
surface reconstruction
1.012026
Surface Estimation of Translucent Materials: An Application to Fabric Digitization · IEEE Trans. Vis. Comput. Graph. 2026
Geometric modeling and processing › 3d reconstruction
volumetric reconstruction
1.012026
Surface Estimation of Translucent Materials: An Application to Fabric Digitization · IEEE Trans. Vis. Comput. Graph. 2026
Computational photography and imaging › image acquisition
image digitization
0.312026
Surface Estimation of Translucent Materials: An Application to Fabric Digitization · IEEE Trans. Vis. Comput. Graph. 2026

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

photometric capture · 1.0inverse rendering · 1.0
YearPublicationVenuePosition
2026 Surface Estimation of Translucent Materials: An Application to Fabric Digitization
abstract
Estimating the surface of translucent objects from photometric data poses significant challenges due to complex internal light scattering. We introduce a novel method that computes a depth map from single-viewpoint photographs of a material sample, captured under multiple illuminations. Our approach leverages inverse rendering to derive a volumetric representation, including density, albedo, and phase function, from which a surface mesh is reconstructed. Beyond validation with synthetic and 3D-printed physical models, we illustrate our technique's power by successfully applying it to the digitization of fabrics, a notoriously difficult material due to its intricate translucent structure. This work advances the state-of-the-art texture stack acquisition via enhanced surface reconstruction.
Diego Sagredo, Javier Fabre, Jorge Lopez-Moreno
IEEE Trans. Vis. Comput. Graph.2
2026 Fast voxelization and level of detail for microgeometry rendering
Javier Fabre, Carlos Castillo 0004, Carlos Rodríguez-Pardo, Jorge Lopez-Moreno
Vis. Comput.1
2023 NEnv: Neural Environment Maps for Global Illumination
abstract
Abstract Environment maps are commonly used to represent and compute far‐field illumination in virtual scenes. However, they are expensive to evaluate and sample from, limiting their applicability to real‐time rendering. Previous methods have focused on compression through spherical‐domain approximations, or on learning priors for natural, day‐light illumination. These hinder both accuracy and generality, and do not provide the probability information required for importance‐sampling Monte Carlo integration. We propose NEnv, a deep‐learning fully‐differentiable method, capable of compressing and learning to sample from a single environment map. NEnv is composed of two different neural networks: A normalizing flow, able to map samples from uniform distributions to the probability density of the illumination, also providing their corresponding probabilities; and an implicit neural representation which compresses the environment map into an efficient differentiable function. The computation time of environment samples with NEnv is two orders of magnitude less than with traditional methods. NEnv makes no assumptions regarding the content (i.e. natural illumination), thus achieving higher generality than previous learning‐based approaches. We share our implementation and a diverse dataset of trained neural environment maps, which can be easily integrated into existing rendering engines.
Carlos Rodríguez-Pardo, Javier Fabre, Elena Garces 0001, Jorge Lopez-Moreno
Comput. Graph. Forum2