Juan-Roberto Jiménez 0001

dblp:01/5999 · also Juan-Roberto Jiménez-Pérez · DBLP profile ↗
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8ranked-venue papers
1as first author
4since 2021 · last 2025
0000-0002-1233-2294ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 2Systems, architecture and hardware · 1 · 1 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
2 papers
Rendering · 97% Visualization and visual analytics · 3%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
GPU rendering
0.912025
Virtualized Point Cloud Rendering · IEEE Trans. Vis. Comput. Graph. 2025
Rendering
level of detail
0.912025
Virtualized Point Cloud Rendering · IEEE Trans. Vis. Comput. Graph. 2025
Rendering › point-based rendering
point cloud rendering
0.912025
Virtualized Point Cloud Rendering · IEEE Trans. Vis. Comput. Graph. 2025
Rendering
volume rendering
0.212016
Mobile Volume Rendering: Past, Present and Future · IEEE Trans. Vis. Comput. Graph. 2016
Visualization and visual analytics
scientific visualization
0.112016
Mobile Volume Rendering: Past, Present and Future · IEEE Trans. Vis. Comput. Graph. 2016

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

hole filling · 0.9hilbert curve encoding · 0.9survey · 0.2classification · 0.2
YearPublicationVenuePosition
2025 Virtualized Point Cloud Rendering
abstract
Remote sensing technologies, such as LiDAR, produce billions of points that commonly exceed the storage capacity of the GPU, restricting their processing and rendering. Level of detail (LoD) techniques have been widely investigated, but building the LoD structures is also time-consuming. This study proposes a GPU-driven culling system focused on determining the number of points visible in every frame. It can manipulate point clouds of any arbitrary size while maintaining a low memory footprint in both the CPU and GPU. Instead of organizing point clouds into hierarchical data structures, these are split into groups of points sorted using the Hilbert encoding. This alternative alleviates the occurrence of anomalous groups found in Morton curves. Instead of keeping the entire point cloud in the GPU, points are transferred on demand to ensure real-time capability. Accordingly, our solution can manipulate huge point clouds even in commodity hardware with low memory capacities. Moreover, hole filling is implemented to cover the gaps derived from insufficient density and our LoD system. Our proposal was evaluated with point clouds of up to 18 billion points, achieving an average of 80 frames per second (FPS) without perceptible quality loss. Relaxing memory constraints further enhances visual quality while maintaining an interactive frame rate. We assessed our method on real-world data, comparing it against three state-of-the-art methods, demonstrating its ability to handle significantly larger point clouds.
José Antonio Collado, Alfonso López, J. M. Jurado, Juan-Roberto Jiménez 0001
IEEE Trans. Vis. Comput. Graph.4
2022 An efficient method for acquisition of spectral BRDFs in real-world scenarios
abstract
Modelling of material appearance from reflectance measurements has become increasingly prevalent due to the development of novel methodologies in Computer Graphics. In the last few years, some advances have been made in measuring the light-material interactions, by employing goniometers/reflectometers under specific laboratory’s constraints. A wide range of applications benefit from data-driven appearance modelling techniques and material databases to create photorealistic scenarios and physically based simulations. However, important limitations arise from the current material scanning process, mostly related to the high diversity of existing materials in the real-world, the tedious process for material scanning and the spectral characterisation behaviour. Consequently, new approaches are required both for the automatic material acquisition process and for the generation of measured material databases. In this study, a novel approach for material appearance acquisition using hyperspectral data is proposed. A dense 3D point cloud filled with spectral data was generated from the images obtained by an unmanned aerial vehicle (UAV) equipped with an RGB camera and a hyperspectral sensor. The observed hyperspectral signatures were used to recognise natural and artificial materials in the 3D point cloud according to spectral similarity. Then, a parametrisation of Bidirectional Reflectance Distribution Function (BRDF) was carried out by sampling the BRDF space for each material. Consequently, each material is characterised by multiple samples with different incoming and outgoing angles. Finally, an analysis of BRDF sample completeness is performed considering four sunlight positions and 16x16 resolution for each material. The results demonstrated the capability of the used technology and the effectiveness of our method to be used in applications such as spectral rendering and real-word material acquisition and classification.
J. M. Jurado, Juan-Roberto Jiménez 0001, Luís Pádua, Francisco R. Feito-Higueruela, Joaquim João Sousa
Comput. Graph.2
2022 Generation of hyperspectral point clouds: Mapping, compression and rendering
Alfonso López Ruiz, J. M. Jurado, Juan-Roberto Jiménez 0001, Francisco R. Feito-Higueruela
Comput. Graph.3
2022 An out-of-core method for GPU image mapping on large 3D scenarios of the real world
abstract
Image mapping on 3D huge scenarios of the real world is one of the most fundamental and computational expensive processes for the integration of multi-source sensing data. Recent studies focused on the observation and characterization of Earth have been enhanced by the proliferation of Unmanned Aerial Vehicle (UAV) and sensors able to capture massive datasets with a high spatial resolution. Despite the advances in manufacturing new cameras and versatile platforms, only a few methods have been developed to characterize the study area by fusing heterogeneous data such as thermal, multispectral or hyperspectral images with high-resolution 3D models. The main reason for this lack of solutions is the challenge to integrate multi-scale datasets and high computational efforts required for image mapping on dense and complex geometric models. In this paper, we propose an efficient pipeline for multi-source image mapping on huge 3D scenarios. Our GPU-based solution significantly reduces the run time and allows us to generate enriched 3D models on-site. The proposed method is out-of-core and it uses available resources of the GPU’s machine to perform two main tasks: (i) image mapping and (ii) occlusion testing. We deploy highly-optimized GPU-kernels for image mapping and detection of self-hidden geometry in the 3D model, as well as a GPU-based parallelization to manage the 3D model considering several spatial partitions according to the GPU capabilities. Our method has been tested on 3D scenarios with different point cloud densities (66M, 271M, 542M) and two sets of multispectral images collected by two drone flights. We focus on launching the proposed method on three platforms: (i) System on a Chip (SoC), (ii) a user-grade laptop and (iii) a PC. The results demonstrate the method’s capabilities in terms of performance and versatility to be computed by commodity hardware. Thus, taking advantage of GPUs, this method opens the door for embedded and edge computing devices for 3D image mapping on large-scale scenarios in near real-time.
J. M. Jurado, Emilio J. Padrón 0001, Juan-Roberto Jiménez 0001, Lidia M. Ortega 0001
Future Gener. Comput. Syst.3
2020 Automatic detection of landmarks for the analysis of a reduction of supracondylar fractures of the humerus
José Negrillo-Cárdenas, Juan-Roberto Jiménez 0001, Hermenegildo Cañada-Oya, Francisco R. Feito-Higueruela, Alberto D. Delgado-Martínez
Medical Image Anal.2
2016 Computer assisted preoperative planning of bone fracture reduction: Simulation techniques and new trends
Juan José Jiménez-Delgado, Félix Paulano-Godino, Rubén Pulido-Ramírez, Juan-Roberto Jiménez 0001
Medical Image Anal.4
2016 Mobile Volume Rendering: Past, Present and Future
abstract
Volume rendering has been a relevant topic in scientific visualization for the last decades. However, the exploration of reasonably big volume datasets requires considerable computing power, which has limited this field to the desktop scenario. But the recent advances in mobile graphics hardware have motivated the research community to overcome these restrictions and to bring volume graphics to these ubiquitous handheld platforms. This survey presents the past and present work on mobile volume rendering, and is meant to serve as an overview and introduction to the field. It proposes a classification of the current efforts and covers aspects such as advantages and issues of the mobile platforms, rendering strategies, performance and user interfaces. The paper ends by highlighting promising research directions to motivate the development of new and interesting mobile volume solutions.
José M. Noguera, Juan-Roberto Jiménez 0001
IEEE Trans. Vis. Comput. Graph.2
2005 Interactive rendering of globally illuminated scenes including anisotropic and inhomogeneous participating media
Juan-Roberto Jiménez 0001, Xavier Pueyo
Vis. Comput.1