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Ismael García

dblp:02/933 · DBLP profile ↗
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5ranked-venue papers
3as first author
0since 2021 · last 2013
0000-0001-6023-1845ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-authorHuman-computer interaction and ubiquitous computing · 1

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
3 papers
Geometric modeling and processing · 53% Rendering · 38% Image and video processing · 9%

Topics — the 7 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › surface parameterization
polycube map
0.212013
Interactive Applications for Sketch-Based Editable Polycube Map · IEEE Trans. Vis. Comput. Graph. 2013
Geometric modeling and processing
surface parameterization
0.212013
Interactive Applications for Sketch-Based Editable Polycube Map · IEEE Trans. Vis. Comput. Graph. 2013
Rendering › GPU rendering
GPU data structures
0.112011
Coherent parallel hashing · ACM Trans. Graph. 2011
Image and video processing › image enhancement
detail preservation
0.112008
IGT: inverse geometric textures · ACM Trans. Graph. 2008
Geometric modeling and processing › mesh processing
mesh simplification
0.112008
IGT: inverse geometric textures · ACM Trans. Graph. 2008
Rendering
texture mapping
0.112008
IGT: inverse geometric textures · ACM Trans. Graph. 2008
Geometric modeling and processing
subdivision surfaces
0.012013
Interactive Applications for Sketch-Based Editable Polycube Map · IEEE Trans. Vis. Comput. Graph. 2013

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

sketch-based interaction · 0.2editable polycube mapping · 0.2robin hood hashing · 0.1parameterization · 0.1
YearPublicationVenuePosition
2013 Interactive Applications for Sketch-Based Editable Polycube Map
abstract
In this paper, we propose a sketch-based editable polycube mapping method that, given a general mesh and a simple polycube that coarsely resembles the shape of the object, plus sketched features indicating relevant correspondences between the two, provides a uniform, regular, and user-controllable quads-only mesh that can be used as a basis structure for subdivision. Large scale models with complex geometry and topology can be processed efficiently with simple, intuitive operations. We show that the simple, intuitive nature of the polycube map is a substantial advantage from the point of view of the interface by demonstrating a series of applications, including kit-basing, shape morphing, painting over the parameterization domain, and GPU-friendly tessellated subdivision displacement, where the user is also able to control the number of patches in the base mesh by the construction of the base polycube.
Ismael García, Jiazhi Xia, Ying He 0001, Shi-Qing Xin, Gustavo Patow
IEEE Trans. Vis. Comput. Graph.1
2012 A runtime cache for interactive procedural modeling
Tim Reiner, Sylvain Lefebvre 0001, Lorenz Diener, Ismael García, Bruno Jobard, Carsten Dachsbacher
Comput. Graph.4
2011 Editable polycube map for GPU-based subdivision surfaces
abstract
In this paper we propose an editable polycube mapping method that, given an arbitrary high-resolution polygonal mesh and a simple polycube representation plus optional sketched features indicating relevant correspondences between the two, provides a uniform, regular and artist-controllable quads-only mesh with a parameterized subdivision scheme. The method introduces a global parameterization, based on a divide and conquer strategy, which allows to create polycube-maps with a much smaller number of patches, and gives much more control over the quality of the induced subdivision surface. All this makes it practical for real-time rendering on modern hardware (e.g. OGL 4.1 and D3D11 tessellation hardware). By sketching these correspondence features, processing large-scale models with complex geometry and topology is now feasible. This is crucial for obtaining watertight displaced Catmull-Clark subdivision surfaces and high-quality texturing on real-time applications.
Jiazhi Xia, Ismael García, Ying He 0001, Shi-Qing Xin, Gustavo Patow
SI3D2
2011 Coherent parallel hashing
abstract
Recent spatial hashing schemes hash millions of keys in parallel, compacting sparse spatial data in small hash tables while still allowing for fast access from the GPU. Unfortunately, available schemes suffer from two drawbacks: Multiple runs of the construction process are often required before success, and the random nature of the hash functions decreases access performance. We introduce a new parallel hashing scheme which reaches high load factor with a very low failure rate. In addition our scheme has the unique advantage to exploit coherence in the data and the access patterns for faster performance. Compared to existing approaches, it exhibits much greater locality of memory accesses and consistent execution paths within groups of threads. This is especially well suited to Computer Graphics applications, where spatial coherence is common. In absence of coherence our scheme performs similarly to previous methods, but does not suffer from construction failures. Our scheme is based on the Robin Hood scheme modified to quickly abort queries of keys that are not in the table, and to preserve coherence. We demonstrate our scheme on a variety of data sets. We analyze construction and access performance, as well as cache and threads behavior.
Ismael García, Sylvain Lefebvre 0001, Samuel Hornus, Anass Lasram
ACM Trans. Graph.1
2008 IGT: inverse geometric textures
abstract
Preserving details from a high resolution reference model onto lower resolution models is a complex, and sometimes daunting, task as manual intervention is required to correct texture misplacements. Inverse Geometric Textures (IGT) is a parameterization-independent texturing technique that allows preservation of texture details from a high resolution reference model onto lower resolutions, generated with any given simplification method. IGT uses a parameterization defined on the reference model to generate an inversely parameterized texture that stores, for each texel, a list with information about all the triangles mapped onto it. In this way, for any valid texture coordinate, IGT can identify the point and the triangle of the detailed model that was projected, allowing details from the reference model to be applied onto the fragment from the low-resolution model. IGT is encoded in compact data structures and can be evaluated quickly. Furthermore, the high resolution model can have its own independentartist-provided, unmodified parameterization, so that no additional effort is required to directly use artist-designed content.
Ismael García, Gustavo Patow
ACM Trans. Graph.1