Antoni Chica

dblp:12/2050 · also Antonio Chica, Antonio Chica Calaf · DBLP profile ↗
← Back
26ranked-venue papers
3as first author
9since 2021 · last 2025
0000-0003-0270-2332ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 24 · 3 first-author · 9 since 2021Artificial intelligence and machine learning · 1Databases, data management, data science and information retrieval · 1
YearPublicationVenuePosition
2025 Bayesian 3D Shape Reconstruction from Noisy Points and Normals
abstract
Abstract Reconstructing three‐dimensional shapes from point clouds remains a central challenge in geometry processing, particularly due to the inherent uncertainties in real‐world data acquisition. In this work, we introduce a novel Bayesian framework that explicitly models and propagates uncertainty from both input points and their estimated normals. Our method incorporates the uncertainty of normals derived via Principal Component Analysis (PCA) from noisy input points. Building upon the Smooth Signed Distance (SSD) reconstruction algorithm, we integrate a smoothness prior based on the curvatures of the resulting implicit function following Gaussian behavior. Our method reconstructs a shape represented as a distribution, from which sampling and statistical queries regarding the shape's properties are possible. Additionally, because of the high cost of computing the variance of the resulting distribution, we develop efficient techniques for variance computation. Our approach thus combines two common steps of the geometry processing pipeline, normal estimation and surface reconstruction, while computing the uncertainty of the output of each of these steps.
Eduard Pujol, Antoni Chica
Comput. Graph. Forum2
2024 Rendering piecewise approximations of SDFs through analytic intersections
abstract
Signed distance fields (SDFs) have emerged as an alternative shape representation for real-time collision detection and lighting effects. Computing these for complex models can be expensive, so one popular approach is to prepare an approximation via sampling and interpolation. Then, these may be rendered using sphere marching, which gets close to the surface quickly, but needs several iterations to converge to it. In this paper, we propose an alternative that computes the intersection of a given ray and the surface analytically at a narrow band. This may be combined with other enhancements like having variable error for the approximation depending on the distance to the surface and skipping regions that do not contain the surface to accelerate the outer band ray traversal while reducing the required memory. To achieve smoother representations with minimal computational cost, we propose a method for computing surface intersections and normals from separate interpolants. We evaluate all these to find the optimal combination improving the rendering performance and memory consumption of these SDF approximations.
Eduard Pujol, Antoni Chica
Comput. Graph.2
2023 Real-time rendering and physics of complex dynamic terrains modeled as CSG trees of DEMs carved with spheres
abstract
We present a novel proposal for modeling complex dynamic terrains that offers real-time rendering, dynamic updates and physical interaction of entities simultaneously. We can capture any feature from landscapes including tunnels, overhangs and caves, and we can conduct a total destruction of the terrain. Our approach is based on a Constructive Solid Geometry tree, where a set of spheres are subtracted from a base Digital Elevation Model. Erosions on terrain are easily and efficiently carried out with a spherical sculpting tool with pixel-perfect accuracy. Real-time rendering performance is achieved by applying a one-direction CPU–GPU communication strategy and using the standard depth and stencil buffer functionalities provided by any graphics processor.
Jesús Alonso, Robert Joan-Arinyo, Antoni Chica
Comput. Graph.3
2023 Adaptive approximation of signed distance fields through piecewise continuous interpolation
abstract
In this paper, we present an adaptive structure to represent a signed distance field through trilinear or tricubic interpolation of values, and derivatives, that allows for fast querying of the field. We also provide a method to decide when to subdivide a node to achieve a provided threshold error. Both the numerical error control, and the values needed to build the interpolants, require the evaluation of the input field. Still, both are designed to minimize the total number of evaluations. C0 continuity is guaranteed for both the trilinear and tricubic version of the algorithm. Furthermore, we describe how to preserve C1 continuity between nodes of different levels when using a tricubic interpolant, and provide a proof that this property is maintained. Finally, we illustrate the usage of our approach in several applications, including direct rendering using sphere marching.
Eduard Pujol, Antoni Chica
Comput. Graph.2
2023 Triangle Influence Supersets for Fast Distance Computation
abstract
Abstract We present an acceleration structure to efficiently query the Signed Distance Field (SDF) of volumes represented by triangle meshes. The method is based on a discretization of space. In each node, we store the triangles defining the SDF behaviour in that region. Consequently, we reduce the cost of the nearest triangle search, prioritizing query performance, while avoiding approximations of the field. We propose a method to conservatively compute the set of triangles influencing each node. Given a node, each triangle defines a region of space such that all points inside it are closer to a point in the node than the triangle is. This property is used to build the SDF acceleration structure. We do not need to explicitly compute these regions, which is crucial to the performance of our approach. We prove the correctness of the proposed method and compare it to similar approaches, confirming that our method produces faster query times than other exact methods.
Eduard Pujol, Antoni Chica
Comput. Graph. Forum2
2022 Solid Modelling for Manufacturing: From Voelcker's Boundary Evaluation to Discrete Paradigms
abstract
Herb Voelcker and his research team laid the foundations of Solid Modelling, on which Computer-Aided Design is based. He founded the ambitious Production Automation Project, that included Constructive Solid Geometry (CSG) as the basic 3D geometric representation. CSG trees were compact and robust, saving a memory space that was scarce in those times. But the main computational problem was Boundary Evaluation: the process of converting CSG trees to Boundary Representations (BReps) with explicit faces, edges and vertices for manufacturing and visualization purposes. This paper presents some glimpses of the history and evolution of some ideas that started with Herb Voelcker. We briefly describe the path from “localization and boundary evaluation” to “localization and printing”, with many intermediate steps driven by hardware, software and new mathematical tools: voxel and volume representations, triangle meshes, and many others, observing also that in some applications, voxel models no longer require Boundary Evaluation. In this last case, we consider the current research challenges and discuss several avenues for further research.
Carlos Andújar, Pere Brunet, Antoni Chica, Isabel Navazo, Àlvar Vinacua
Comput. Aided Des.3
2022 Sweep Encoding: Serializing Space Subdivision Schemes for Optimal Slicing
abstract
Slicing a model (computing thin slices of a geometric or volumetric model with a sweeping plane) is necessary for several applications ranging from 3D printing to medical imaging. This paper introduces a technique designed to compute these slices efficiently, even for huge and complex models. We voxelize the volume of the model at a required resolution and show how to encode this voxelization in an out-of-core octree using a novel Sweep Encoding linearization. This approach allows for efficient slicing with bounded cost per slice. We discuss specific applications, including 3D printing, and compare these octrees’ performance against the standard representations in the literature.
Marc Comino, Àlvar Vinacua, A. Carruesco, Antoni Chica, Pere Brunet
Comput. Aided Des.4
2022 Gain compensation across LIDAR scans
abstract
High-end Terrestrial Lidar Scanners are often equipped with RGB cameras that are used to colorize the point samples. Some of these scanners produce panoramic HDR images by encompassing the information of multiple pictures with different exposures. Unfortunately, exported RGB color values are not in an absolute color space, and thus point samples with similar reflectivity values might exhibit strong color differences depending on the scan the sample comes from. These color differences produce severe visual artifacts if, as usual, multiple point clouds colorized independently are combined into a single point cloud. In this paper we propose an automatic algorithm to minimize color differences among a collection of registered scans. The basic idea is to find correspondences between pairs of scans, i.e. surface patches that have been captured by both scans. If the patches meet certain requirements, their colors should match in both scans. We build a graph from such pair-wise correspondences, and solve for the gain compensation factors that better uniformize color across scans. The resulting panoramas can be used to colorize the point clouds consistently. We discuss the characterization of good candidate matches, and how to find such correspondences directly on the panorama images instead of in 3D space. We have tested this approach to uniformize color across scans acquired with a Leica RTC360 scanner, with very good results.
Imanol Muñoz-Pandiella, Marc Comino, Carlos Andújar, Oscar Argudo, Carles Bosch, Antoni Chica, Beatriz Martínez 0003
Comput. Graph.6
2022 Foreword to the Special Section on CEIG 2021
abstract
• Efficient acquisition of spectral BRDF materials from UAVs. • Ray-casting acceleration built around a feature-based clustering approach. • Path finding method that resembles the human’s brain navigation in known and unknown environments.
Miguel A. Otaduy, Lidia M. Ortega 0001, Antoni Chica
Comput. Graph.3
2020 Image-Based Tree Variations
abstract
Abstract The automatic generation of realistic vegetation closely reproducing the appearance of specific plant species is still a challenging topic in computer graphics. In this paper, we present a new approach to generate new tree models from a small collection of frontal RGBA images of trees. The new models are represented either as single billboards (suitable for still image generation in areas such as architecture rendering) or as billboard clouds (providing parallax effects in interactive applications). Key ingredients of our method include the synthesis of new contours through convex combinations of exemplar countours, the automatic segmentation into crown/trunk classes and the transfer of RGBA colour from the exemplar images to the synthetic target. We also describe a fully automatic approach to convert a single tree image into a billboard cloud by extracting superpixels and distributing them inside a silhouette‐defined 3D volume. Our algorithm allows for the automatic generation of an arbitrary number of tree variations from minimal input, and thus provides a fast solution to add vegetation variety in outdoor scenes.
Oscar Argudo, Carlos Andújar, Antoni Chica
Comput. Graph. Forum3
2018 Segmentation of aerial images for plausible detail synthesis
Oscar Argudo, Marc Comino, Antoni Chica, Carlos Andújar, Felipe Lumbreras
Comput. Graph.3
2018 Terrain Super-resolution through Aerial Imagery and Fully Convolutional Networks
abstract
Abstract Despite recent advances in surveying techniques, publicly available Digital Elevation Models (DEMs) of terrains are low‐resolution except for selected places on Earth. In this paper we present a new method to turn low‐resolution DEMs into plausible and faithful high‐resolution terrains. Unlike other approaches for terrain synthesis/amplification (fractal noise, hydraulic and thermal erosion, multi‐resolution dictionaries), we benefit from high‐resolution aerial images to produce highly‐detailed DEMs mimicking the features of the real terrain. We explore different architectures for Fully Convolutional Neural Networks to learn upsampling patterns for DEMs from detailed training sets (high‐resolution DEMs and orthophotos), yielding up to one order of magnitude more resolution. Our comparative results show that our method outperforms competing data amplification approaches in terms of elevation accuracy and terrain plausibility.
Oscar Argudo, Antoni Chica, Carlos Andújar
Comput. Graph. Forum2
2018 Sensor-aware Normal Estimation for Point Clouds from 3D Range Scans
abstract
Abstract Normal vectors are essential for many point cloud operations, including segmentation, reconstruction and rendering. The robust estimation of normal vectors from 3D range scans is a challenging task due to undersampling and noise, specially when combining points sampled from multiple sensor locations. Our error model assumes a Gaussian distribution of the range error with spatially‐varying variances that depend on sensor distance and reflected intensity, mimicking the features of Lidar equipment. In this paper we study the impact of measurement errors on the covariance matrices of point neighborhoods. We show that covariance matrices of the true surface points can be estimated from those of the acquired points plus sensor‐dependent directional terms. We derive a lower bound on the neighbourhood size to guarantee that estimated matrix coefficients will be within a predefined error with a prescribed probability. This bound is key for achieving an optimal trade‐off between smoothness and fine detail preservation. We also propose and compare different strategies for handling neighborhoods with samples coming from multiple materials and sensors. We show analytically that our method provides better normal estimates than competing approaches in noise conditions similar to those found in Lidar equipment.
Marc Comino, Carlos Andújar, Antoni Chica, Pere Brunet
Comput. Graph. Forum3
2017 Error-aware construction and rendering of multi-scan panoramas from massive point clouds
Marc Comino, Carlos Andújar, Antoni Chica, Pere Brunet
Comput. Vis. Image Underst.3
2017 Coherent multi-layer landscape synthesis
Oscar Argudo, Carlos Andújar, Antoni Chica, Eric Guérin, Julie Digne, Adrien Peytavie, Eric Galin
Vis. Comput.3
2016 Human-Document Interaction Systems - A New Frontier for Document Image Analysis
abstract
All indications show that paper documents will not cede in favour of their digital counterparts, but will instead be used increasingly in conjunction with digital information. An open challenge is how to seamlessly link the physical with the digital -- how to continue taking advantage of the important affordances of paper, without missing out on digital functionality. This paper presents the authors' experience with developing systems for Human-Document Interaction based on augmented document interfaces and examines new challenges and opportunities arising for the document image analysis field in this area. The system presented combines state of the art camera-based document image analysis techniques with a range of complementary technologies to offer fluid Human-Document Interaction. Both fixed and nomadic setups are discussed that have gone through user testing in real-life environments, and use cases are presented that span the spectrum from business to educational applications.
Dimosthenis Karatzas, Vincent Poulain D'Andecy, Marçal Rusiñol, Antoni Chica, Pere-Pau Vázquez
DAS4
2016 Single-picture reconstruction and rendering of trees for plausible vegetation synthesis
Oscar Argudo, Antoni Chica, Carlos Andújar
Comput. Graph.2
2015 Biharmonic fields and mesh completion
Oscar Argudo, Pere Brunet, Antoni Chica, Àlvar Vinacua
Graph. Model.3
2014 Inexpensive Reconstruction and Rendering of Realistic Roadside Landscapes
abstract
Abstract In this paper, we present an inexpensive approach to create highly detailed reconstructions of the landscape surrounding a road. Our method is based on a space‐efficient semi‐procedural representation of the terrain and vegetation supporting high‐quality real‐time rendering not only for aerial views but also at road level. We can integrate photographs along selected road stretches. We merge the point clouds extracted from these photographs with a low‐resolution digital terrain model through a novel algorithm which is robust against noise and missing data. We pre‐compute plausible locations for trees through an algorithm which takes into account perceptual cues. At runtime we render the reconstructed terrain along with plants generated procedurally according to pre‐computed parameters. Our rendering algorithm ensures visual consistency with aerial imagery and thus it can be integrated seamlessly with current virtual globes.
Carlos Andújar, Antoni Chica, M. A. Vico, S. Moya, Pere Brunet
Comput. Graph. Forum2
2012 User-interface design for the Ripoll Monastery exhibition at the National Art Museum of Catalonia
Carlos Andújar, Antoni Chica, Pere Brunet
Comput. Graph.2
2012 Example-guided segmentation
Antoni Chica, Eva Monclús, Pere Brunet, Isabel Navazo, Àlvar Vinacua
Graph. Model.1
2010 Visualization of Large-Scale Urban Models through Multi-Level Relief Impostors
abstract
Abstract In this paper, we present an efficient approach for the interactive rendering of large‐scale urban models, which can be integrated seamlessly with virtual globe applications. Our scheme fills the gap between standard approaches for distant views of digital terrains and the polygonal models required for close‐up views. Our work is oriented towards city models with real photographic textures of the building facades. At the heart of our approach is a multi‐resolution tree of the scene defining multi‐level relief impostors. Key ingredients of our approach include the pre‐computation of a small set of zenithal and oblique relief maps that capture the geometry and appearance of the buildings inside each node, a rendering algorithm combining relief mapping with projective texture mapping which uses only a small subset of the pre‐computed relief maps, and the use of wavelet compression to simulate two additional levels of the tree. Our scheme runs considerably faster than polygonal‐based approaches while producing images with higher quality than competing relief‐mapping techniques. We show both analytically and empirically that multi‐level relief impostors are suitable for interactive navigation through large urban models.
Carlos Andújar, Pere Brunet, Antoni Chica, Isabel Navazo
Comput. Graph. Forum3
2008 Visibility-based feature extraction from discrete models
abstract
In this paper, we present a new visibility-based feature extraction algorithm from discrete models as dense point clouds resulting from laser scans. Based on the observation that one can characterize local properties of the surface by what can be seen by an imaginary creature on the surface, we propose algorithms that extract features using an intermediate representation of the model as a discrete volume for computational efficiency. We describe an efficient algorithm for computing the visibility map among voxels, based on the properties of a discrete erosion. The visibility information obtained in this first step is then used to extract the model components (faces, edges and vertices) --- which may be curved---and to compute the topological connectivity graph in a very efficient and robust way. The results are discussed through several examples.
Antoni Chica
Symposium on Solid and Physical Modeling1
2008 Pressing: Smooth Isosurfaces with Flats from Binary Grids
abstract
Abstract We explore the automatic recovery of solids from their binary volumetric discretizations. In particular, we propose an approach, called Pressing, for smoothing isosurfaces extracted from binary volumes while recovering their large planar regions (flats). Pressing yields a surface that is guaranteed to contain the samples of the volume classified as interior and exclude those classified as exterior. It uses global optimization to identify flats and constrained bilaplacian smoothing to eliminate sharp features and high frequencies from the rest of the isosurface. It recovers sharp edges between flat regions and between flat and smooth regions. Hence, the resulting isosurface is usually a very accurate approximation of the original solid. Furthermore, the segmentation of the isosurface into flat and curved faces and the sharp/smooth labelling of their edges may be valuable for shape recognition, simplification, compression and various reverse engineering and manufacturing applications.
Antoni Chica, Jason Williams 0007, Carlos Andújar, Pere Brunet, Isabel Navazo, Jarek Rossignac, Àlvar Vinacua
Comput. Graph. Forum1
2005 Optimizing the topological and combinatorial complexity of isosurfaces
Carlos Andújar, Pere Brunet, Antoni Chica, Isabel Navazo, Jarek Rossignac, Àlvar Vinacua
Comput. Aided Des.3
2004 Computing Maximal Tiles and Application to Impostor-Based Simplification
abstract
Abstract The computation of the largest planar region approximating a 3D object is an important problem with wide applications in modeling and rendering. Given a voxelization of the 3D object, we propose an efficient algorithm to solve a discrete version of this problem. The input of the algorithm is the set of grid edges connecting the interior and the exterior of the object (called sticks). Using a voting‐based approach, we compute the plane that slices the largest number of sticks and is orientation‐compatible with these sticks. The robustness and efficiency of our approach rests on the use of two different parameterizations of the planes with suitable properties. The first of these is exact and is used to retrieve precomputed local solutions of the problem. The second one is discrete and is used in a hierarchical voting scheme to compute the global maximum. This problem has diverse applications that range from finding object signatures to generating simplified models. Here we demonstrate the merits of the algorithm for efficiently computing an optimized set of textured impostors for a given polygonal model. Categories and Subject Descriptors (according to ACM CCS): I.3.5 [Computer Graphics]: Computational Geometry and Object Modeling
Carlos Andújar, Pere Brunet, Antoni Chica, Jarek Rossignac, Isabel Navazo, Àlvar Vinacua
Comput. Graph. Forum3