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Ignacio Garcia-Dorado

dblp:122/4824 · DBLP profile ↗
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11ranked-venue papers
4as first author
1since 2021 · last 2021
0000-0001-6871-5422ORCID · reported

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

Graphics, computer vision, multimedia, augmented reality and games · 10 · 3 first-author · 1 since 2021Artificial intelligence and machine learning · 1 · 1 first-author

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
6 papers
Image and video processing · 50% Computational photography and imaging · 12% Geometric modeling and processing · 11%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Smart cities and intelligent transportation · 100%

Topics — the 12 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Image and video processing
image enhancement
0.922021
Better Compression With Deep Pre-Editing · IEEE Trans. Image Process. 2021
Handheld multi-frame super-resolution · ACM Trans. Graph. 2019
Image and video processing › image restoration
compression artifact removal
0.512021
Better Compression With Deep Pre-Editing · IEEE Trans. Image Process. 2021
Image and video coding
image compression
0.512021
Better Compression With Deep Pre-Editing · IEEE Trans. Image Process. 2021
Image and video processing
image restoration
0.512021
Better Compression With Deep Pre-Editing · IEEE Trans. Image Process. 2021
Computational photography and imaging › image acquisition
burst photography
0.412019
Handheld multi-frame super-resolution · ACM Trans. Graph. 2019
Image and video processing › super-resolution
multi-frame super-resolution
0.412019
Handheld multi-frame super-resolution · ACM Trans. Graph. 2019
Geometric modeling and processing › shape modeling
sketch-based modeling
0.212016
Interactive sketching of urban procedural models · ACM Trans. Graph. 2016
Image and video processing › image enhancement
image sharpening
0.212015
A Total Variation Approach for Customizing Imagery to Improve Visual Acuity · ACM Trans. Graph. 2015
Geometric modeling and processing › procedural modeling
inverse procedural modeling
0.112012
Inverse design of urban procedural models · ACM Trans. Graph. 2012
Geometric modeling and processing
procedural modeling
0.112012
Inverse design of urban procedural models · ACM Trans. Graph. 2012
Computational fabrication › computational design
inverse design
0.112017
Fast Weather Simulation for Inverse Procedural Design of 3D Urban Models · ACM Trans. Graph. 2017
Image and video processing › image restoration
image deblurring
0.112015
A Total Variation Approach for Customizing Imagery to Improve Visual Acuity · ACM Trans. Graph. 2015

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

convolutional neural network · 0.8optimization · 0.5no-reference image quality assessment · 0.5multi-frame alignment · 0.4CFA raw merging · 0.4physically based simulation · 0.3inverse modeling · 0.3non-photorealistic rendering · 0.2inverse procedural modeling · 0.2constrained total variation · 0.2parameter optimization · 0.1inverse design · 0.1
YearPublicationVenuePosition
2021 Better Compression With Deep Pre-Editing
abstract
Could we compress images via standard codecs while avoiding visible artifacts? The answer is obvious - this is doable as long as the bit budget is generous enough. What if the allocated bit-rate for compression is insufficient? Then unfortunately, artifacts are a fact of life. Many attempts were made over the years to fight this phenomenon, with various degrees of success. In this work we aim to break the unholy connection between bit-rate and image quality, and propose a way to circumvent compression artifacts by pre-editing the incoming image and modifying its content to fit the given bits. We design this editing operation as a learned convolutional neural network, and formulate an optimization problem for its training. Our loss takes into account a proximity between the original image and the edited one, a bit-budget penalty over the proposed image, and a no-reference image quality measure for forcing the outcome to be visually pleasing. The proposed approach is demonstrated on the popular JPEG compression, showing savings in bits and/or improvements in visual quality, obtained with intricate editing effects.
Hossein Talebi Esfandarani, Damien Kelly, Xiyang Luo, Ignacio Garcia-Dorado, Feng Yang 0008, Peyman Milanfar, Michael Elad
IEEE Trans. Image Process.4
2020 Image stylisation: from predefined to personalised
abstract
The authors present a framework for interactive design of new image stylisations using a wide range of predefined filter blocks. Both novel and off‐the‐shelf image filtering and rendering techniques are extended and combined to allow the user to unleash their creativity to intuitively invent, modify, and tune new styles from a given set of filters. In parallel to this manual design, they propose a novel procedural approach that automatically assembles sequences of filters, leading to unique and novel styles. An important aim of the authors’ framework is to allow for interactive exploration and design, as well as to enable videos and camera streams to be stylised on the fly. In order to achieve this real‐time performance, they use the Best Linear Adaptive Enhancement (BLADE) framework – an interpretable shallow machine learning method that simulates complex filter blocks in real time. Their representative results include over a dozen styles designed using their interactive tool, a set of styles created procedurally, and new filters trained with their BLADE approach.
Ignacio Garcia-Dorado, Pascal Getreuer, Bartlomiej Wronski, Peyman Milanfar
IET Comput. Vis.1
2019 Handheld multi-frame super-resolution
abstract
Compared to DSLR cameras, smartphone cameras have smaller sensors, which limits their spatial resolution; smaller apertures, which limits their light gathering ability; and smaller pixels, which reduces their signal-to-noise ratio. The use of color filter arrays (CFAs) requires demosaicing, which further degrades resolution. In this paper, we supplant the use of traditional demosaicing in single-frame and burst photography pipelines with a multiframe super-resolution algorithm that creates a complete RGB image directly from a burst of CFA raw images. We harness natural hand tremor, typical in handheld photography, to acquire a burst of raw frames with small offsets. These frames are then aligned and merged to form a single image with red, green, and blue values at every pixel site. This approach, which includes no explicit demosaicing step, serves to both increase image resolution and boost signal to noise ratio. Our algorithm is robust to challenging scene conditions: local motion, occlusion, or scene changes. It runs at 100 milliseconds per 12-megapixel RAW input burst frame on mass-produced mobile phones. Specifically, the algorithm is the basis of the Super-Res Zoom feature, as well as the default merge method in Night Sight mode (whether zooming or not) on Google's flagship phone.
Bartlomiej Wronski, Ignacio Garcia-Dorado, Manfred Ernst, Damien Kelly, Michael Krainin, Chia-Kai Liang, Marc Levoy, Peyman Milanfar
ACM Trans. Graph.2
2018 BLADE: Filter learning for general purpose computational photography
abstract
The Rapid and Accurate Image Super Resolution (RAISR) method of Romano, Isidoro, and Milanfar is a computationally efficient image upscaling method using a trained set of filters. We describe a generalization of RAISR, which we name Best Linear Adaptive Enhancement (BLADE). This approach is a trainable edge-adaptive filtering framework that is general, simple, computationally efficient, and useful for a wide range of problems in computational photography. We show applications to operations which may appear in a camera pipeline including denoising, demosaicking, and stylization.
Pascal Getreuer, Ignacio Garcia-Dorado, John Isidoro, Sungjoon Choi 0001, Frank Ong, Peyman Milanfar
ICCP2
2017 Fast Weather Simulation for Inverse Procedural Design of 3D Urban Models
abstract
We present the first realistic, physically based, fully coupled, real-time weather design tool for use in urban procedural modeling. We merge designing of a 3D urban model with a controlled long-lasting spatiotemporal interactive simulation of weather. Starting from the fundamental dynamical equations similar to those used in state-of-the-art weather models, we present a novel simplified urban weather model for interactive graphics. Control of physically based weather phenomena is accomplished via an inverse modeling methodology. In our results, we present several scenarios of forward design, inverse design with high-level and detailed-level weather control and optimization, and comparisons of our method against well-known weather simulation results and systems.
Ignacio Garcia-Dorado, Daniel G. Aliaga, Saiprasanth Bhalachandran, Paul Schmid, Dev Niyogi
ACM Trans. Graph.1
2016 Example-Driven Procedural Urban Roads
abstract
Abstract Synthesizing and exploring large‐scale realistic urban road networks is beneficial to 3D content creation, traffic animation and urban planning. In this paper, we present an interactive tool that allows untrained users to design roads with complex realistic details and styles. Roads are generated by growing a geometric graph. During a sketching phase, the user specifies the target area and the examples. During a growing phase, two types of growth are effectively applied to generate roads in the target area; example‐based growth uses patches extracted from the source example to generate roads that preserve some interesting structures in the example road networks; procedural‐based growth uses the statistical information of the source example while effectively adapting the roads to the underlying terrain and the already generated roads. User‐specified warping, blending and interpolation operations are used at will to produce new road network designs that are inspired by the examples. Finally, our method computes city blocks, individual parcels and plausible building and tree geometries. We have used our approach to create road networks covering up to 200 and containing over 3500 km of roads.
Gen Nishida, Ignacio Garcia-Dorado, Daniel G. Aliaga
Comput. Graph. Forum2
2016 Interactive sketching of urban procedural models
abstract
3D modeling remains a notoriously difficult task for novices despite significant research effort to provide intuitive and automated systems. We tackle this problem by combining the strengths of two popular domains: sketch-based modeling and procedural modeling. On the one hand, sketch-based modeling exploits our ability to draw but requires detailed, unambiguous drawings to achieve complex models. On the other hand, procedural modeling automates the creation of precise and detailed geometry but requires the tedious definition and parameterization of procedural models. Our system uses a collection of simple procedural grammars, called snippets, as building blocks to turn sketches into realistic 3D models. We use a machine learning approach to solve the inverse problem of finding the procedural model that best explains a user sketch. We use non-photorealistic rendering to generate artificial data for training convolutional neural networks capable of quickly recognizing the procedural rule intended by a sketch and estimating its parameters. We integrate our algorithm in a coarse-to-fine urban modeling system that allows users to create rich buildings by successively sketching the building mass, roof, facades, windows, and ornaments. A user study shows that by using our approach non-expert users can generate complex buildings in just a few minutes.
Gen Nishida, Ignacio Garcia-Dorado, Daniel G. Aliaga, Bedrich Benes, Adrien Bousseau
ACM Trans. Graph.2
2015 A Total Variation Approach for Customizing Imagery to Improve Visual Acuity
abstract
We describe a technique to generate imagery with improved sharpness for individuals having refractive vision problems. Our method can reduce their dependence on corrective eyewear. It also benefits individuals with normal vision by improving visual acuity at a distance and of small details. Our approach does not require custom hardware. Instead, the calculated images can be shown on a standard computer display, on printed paper, or superimposed on a physical scene using a projector. Our technique uses a constrained total variation method to produce a deconvolution result which, upon observation, appears sharp at the edges. We introduce a novel relative total variation term that enables controlling ringing reduction, contrast gain, and sharpness. The end result is the ability to generate sharper appearing images, even for individuals with refractive vision problems including myopia, hyperopia, presbyopia, and astigmatism. Our approach has been validated in simulation, in camera-screen experiments, and in a study with human observers.
Carlos Montalto, Ignacio Garcia-Dorado, Daniel G. Aliaga, Manuel Menezes de Oliveira Neto, Feng Meng
ACM Trans. Graph.2
2014 Designing large-scale interactive traffic animations for urban modeling
abstract
Abstract Designing and optimizing traffic behavior and animation is a challenging problem of interest to virtual environment content generation and to urban planning and design. While some traffic simulation methods have appeared in computer graphics, most related systems focus on the design of buildings, roads, or cities but without explicitly considering urban traffic. To our knowledge, our work provides the first interactive approach which enables a designer to specify a desired vehicular traffic behavior (e.g., road occupancy, travel time, emissions, etc.) and the system will automatically compute what realistic 3D urban model (e.g., an interconnected network of roads, parcels, and buildings) yields the specified behavior. Our system both altered and improved traffic behavior in novel procedurally‐generated cities and in road networks of existing cities. Our urban models contain up to 360 km of roads, 300,000 vehicles, and typically cover four hours of simulated peak traffic time. The typical editing session time to “paint” a new traffic pattern and to compute the new/changed urban model is two to five minutes.
Ignacio Garcia-Dorado, Daniel G. Aliaga, Satish V. Ukkusuri
Comput. Graph. Forum1
2013 Automatic urban modeling using volumetric reconstruction with surface graph cuts
Ignacio Garcia-Dorado, Ilke Demir, Daniel G. Aliaga
Comput. Graph.1
2012 Inverse design of urban procedural models
abstract
We propose a framework that enables adding intuitive high level control to an existing urban procedural model. In particular, we provide a mechanism to interactively edit urban models, a task which is important to stakeholders in gaming, urban planning, mapping, and navigation services. Procedural modeling allows a quick creation of large complex 3D models, but controlling the output is a well-known open problem. Thus, while forward procedural modeling has thrived, in this paper we add to the arsenal an inverse modeling tool. Users, unaware of the rules of the underlying urban procedural model, can alternatively specify arbitrary target indicators to control the modeling process. The system itself will discover how to alter the parameters of the urban procedural model so as to produce the desired 3D output. We label this process inverse design.
Carlos A. Vanegas, Ignacio Garcia-Dorado, Daniel G. Aliaga, Bedrich Benes, Paul Waddell
ACM Trans. Graph.2