Oscar Argudo

dblp:173/8364 · also Oscar Argudo Medrano · DBLP profile ↗
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19ranked-venue papers
10as first author
9since 2021 · last 2026
0000-0003-3943-1839ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 19 · 10 first-author · 9 since 2021
YearPublicationVenuePosition
2026 Foreword to the special section on Spanish Computer Graphics Conference 2025
Ana Serrano, Oscar Argudo, Olatz Iparraguirre
Comput. Graph.2
2026 TreeON: Reconstructing 3D Tree Point Clouds from Orthophotos and Heightmaps
abstract
Abstract We present TreeON, a novel neural‐based framework for reconstructing detailed 3D tree point clouds from sparse top‐down geodata, using only a single orthophoto and its corresponding Digital Surface Model (DSM). Our method introduces a new training supervision strategy that combines both geometric supervision and a differentiable shadow and silhouette loss to learn point cloud representations of trees without requiring species labels, procedural rules, detailed terrestrial reconstruction data, or ground laser scan data. To address the lack of ground truth data, we generate a synthetic dataset of point clouds from procedurally modeled trees and train our network on it. Quantitative and qualitative experiments demonstrate better reconstruction quality and coverage compared to existing methods, as well as strong generalization to real‐world data, leading to visually appealing and structurally plausible tree point cloud representations that can be integrated into interactive digital 3D maps. The codebase, synthetic dataset, and pretrained model are publicly available at https://angelikigram.github.io/treeON/ .
Angeliki Grammatikaki, Johannes Eschner, Pedro Hermosilla, Oscar Argudo, Manuela Waldner
Comput. Graph. Forum4
2026 Terrain Synthesis and Authoring based on Iso-Contours
abstract
Abstract Digital terrains are central to realistic landscape depiction, yet authoring tools must balance perceptual realism with intuitive artistic control. We propose a compact vector‐based representation that models terrain as nested iso‐contours, inspired by geomorphology and cartography. Our method departs from traditional grid‐based elevation models by generating contours through an inward Open Eden Growth simulation, followed by marching‐triangles reconstruction into a Triangulated Irregular Network. This contour framework supports direct editing such as warping, slope modulation, and smoothing, while allowing reconstruction of a standard elevation map for downstream processing, including erosion and amplification. The approach enables the creation of diverse, realistic terrains from minimal user input and offers simple yet powerful control for designers.
Benoit Huftier, Hugo Schott, Eric Galin, Oscar Argudo, Adrien Peytavie, Eric Guérin
Comput. Graph. Forum4
2026 Multi-Perception Crowd: Learning to Combine Entity and Implicit Perception for Diverse Crowd Simulation
abstract
We present a reinforcement learning framework for crowd simulation that balances collision avoidance with navigation preferences guided by soft environmental constraints. Our approach integrates two complementary perception components: entity perception, which handles hard constraints imposed by physical obstacles, and implicit environmental perception, encoded as suitability maps that guide movement preferences due to soft constraints. To ensure robust generalization across complex scenes, we employ a modular, two-phase training strategy utilizing curriculum-based environmental templates. The proposed framework functions as an intuitive crowd authoring tool: artists can influence crowd behavior in real time by interactively editing suitability maps or dynamically adjusting perception weights, either globally or per-agent. This enables adaptive navigation behaviors, such as dynamic trajectory prioritization based on the environment, to emerge from local interactions. We validate our approach using both quantitative metrics and qualitative analysis, including a user study confirming that the resulting behaviors align with pedestrian traffic patterns observed in real-world settings. We further present an example of emergent social behavior through the formation and gradual evolution of desire paths. This work contributes to the field of crowd simulation by offering a robust, learning-based framework that supports heterogeneous navigation modeling and intuitive authoring for interactive applications.
Kexiang Huang, Oscar Argudo, Nuria Pelechano
IEEE Trans. Vis. Comput. Graph.2
2026 Monkey See, Monkey Break? Study of Rule-Breaking Imitation in Virtual Crowds
abstract
Rule-breaking behaviors, such as jaywalking or skipping queues, are common in crowds but difficult to study in real-world settings due to limited control and observability. Virtual reality (VR) provides a controlled alternative, but its validity depends on whether VR elicits realistic rule-breaking behavior. We conducted a VR study with 65 participants navigating a virtual city with four scenarios differing in social norms: walking on grass, crossing outside a crosswalk, jaywalking at a red light, and skipping a line. In each scenario, the proportion of rule-breaking virtual characters was manipulated (0%, 25%, 50%). Participants' movements and gaze were recorded to assess behavior and attention. Results showed higher rule-breaking as the number of violators increased, except in the low-stakes crossing scenario. Rule-breakers attended more to violating characters, whereas rule-followers focused on compliant ones. Participants cited efficiency, safety, and social norms as key factors guiding their decisions. Overall, VR reproduced natural patterns of social compliance and noncompliance, supporting its use for studying rule-breaking and applications in crowd simulation, urban design, safety training, and immersive media.
Kexiang Huang, Tairan Yin, Jose Luis Ponton, Ruida Tang, Reiya Itatani, Oscar Argudo, Nuria Pelechano
IEEE Trans. Vis. Comput. Graph.7
2025 Terrain descriptors for landscape synthesis, analysis and simulation
abstract
Abstract Synthetic landscape generation is an active research area within Computer Graphics. Algorithms for terrain synthesis and ecosystem simulations often rely on simple descriptors such as slope, light accessibility, and drainage area. Typically, the results are assessed from a perceptual standpoint, focusing primarily on visual plausibility. Other fields, such as Geomorphology and Earth Sciences, have already proposed several analytical descriptors to measure various terrain properties. This work aims to bridge the gap between these disciplines and Computer Graphics. We provide a comprehensive review of commonly used terrain metrics that may be relevant for landscape synthesis, analysis, or simulations. Additionally, we compare the approaches used in Computer Graphics to see if these metrics, or similar ones, have already been introduced. Moreover, we report feedback from a preliminary study conducted with a group of artists to evaluate the potential applications of previously unused metrics. By implementing all these metrics, we enable performance comparisons. Together with the provided correlation matrix, this helps identify instances where a simpler and faster metric can serve as a proxy for a more computationally intensive one.
Oscar Argudo, Eric Guérin, Hugo Schott, Eric Galin
Comput. Graph. Forum1
2024 DeadWood: Including Disturbance and Decay in the Depiction of Digital Nature
abstract
The creation of truly believable simulated natural environments remains an unsolved problem in Computer Graphics. This is, in part, due to a lack of visual variety. In nature, apart from variation due to abiotic and biotic growth factors, a significant role is played by disturbance events, such as fires, windstorms, disease, and death and decay processes, which give rise to both standing dead trees (snags) and downed woody debris (logs). For instance, snags constitute on average 10% of unmanaged forests by basal area, and logs account for 2 \(\frac{1}{2}\) times this quantity. While previous systems have incorporated individual elements of disturbance (e.g., forest fires) and decay (e.g., the formation of humus), there has been no unifying treatment, perhaps because of the challenge of matching simulation results with generated geometric models. In this paper, we present a framework that combines an ecosystem simulation, which explicitly incorporates disturbance events and decay processes, with a model realization process, which balances the uniqueness arising from life history with the need for instancing due to memory constraints. We tested our hypothesis concerning the visual impact of disturbance and decay with a two-alternative forced-choice experiment ( n = 116). Our findings are that the presence of dead wood in various forms, as snags or logs, significantly improves the believability of natural scenes, while, surprisingly, general variation in the number of model instances, with up to 8 models per species, and a focus on disturbance events, does not.
Adrien Peytavie, James Gain, Eric Guérin, Oscar Argudo, Eric Galin
ACM Trans. Graph.4
2024 TRAIL: Simulating the impact of human locomotion on natural landscapes
abstract
Abstract Human and animal presence in natural landscapes is initially revealed by the immediate impact of their locomotion, from footprints to crushed grass. In this work, we present an approach to model the effects of virtual characters on natural terrains, focusing on the impact of human locomotion. We introduce a lightweight solution to compute accurate foot placement on uneven ground and infer dynamic foot pressure from kinematic animation data and the mass of the character. A ground and vegetation model enables us to effectively simulate the local impact of locomotion on soft soils and plants over time, resulting in the formation of visible paths. As our results show, we can parameterize various soil materials and vegetation types validated with real-world data. Our method can be used to significantly increase the realism of populated natural landscapes and the sense of presence in virtual applications and games.
Eduardo Alvarado, Oscar Argudo, Damien Rohmer, Marie-Paule Cani, Nuria Pelechano
Vis. Comput.2
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.4
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. Forum1
2020 Simulation, modeling and authoring of glaciers
abstract
Glaciers are some of the most visually arresting and scenic elements of cold regions and high mountain landscapes. Although snow-covered terrains have previously received attention in computer graphics, simulating the temporal evolution of glaciers as well as modeling their wide range of features has never been addressed. In this paper, we combine a Shallow Ice Approximation simulation with a procedural amplification process to author high-resolution realistic glaciers. Our multiresolution method allows the interactive simulation of the formation and the evolution of glaciers over hundreds of years. The user can easily modify the environment variables, such as the average temperature or precipitation rate, to control the glacier growth, or directly use brushes to sculpt the ice or bedrock with interactive feedback. Mesoscale and smallscale landforms that are not captured by the glacier simulation, such as crevasses, moraines, seracs, ogives, or icefalls are synthesized using procedural rules inspired by observations in glaciology and according to the physical parameters derived from the simulation. Our method lends itself to seamless integration into production pipelines to decorate reliefs with glaciers and realistic ice features.
Oscar Argudo, Eric Galin, Adrien Peytavie, Axel Paris, Eric Guérin
ACM Trans. Graph.1
2019 Desertscape Simulation
abstract
Abstract We present an interactive aeolian simulation to author hot desert scenery. Wind is an important erosion agent in deserts which, despite its importance, has been neglected in computer graphics. Our framework overcomes this and allows generating a variety of sand dunes, including barchans, longitudinal and anchored dunes, and simulates abrasion which erodes bedrock and sculpts complex landforms. Given an input time varying high altitude wind field, we compute the wind field at the surface of the terrain according to the relief, and simulate the transport of sand blown by the wind. The user can interactively model complex desert landscapes, and control their evolution throughout time either by using a variety of interactive brushes or by prescribing events along a user‐defined time‐line.
Axel Paris, Adrien Peytavie, Eric Guérin, Oscar Argudo, Eric Galin
Comput. Graph. Forum4
2019 Orometry-based terrain analysis and synthesis
abstract
Mountainous digital terrains are an important element of many virtual environments and find application in games, film, simulation and training. Unfortunately, while existing synthesis methods produce locally plausible results they often fail to respect global structure. This is exacerbated by a dearth of automated metrics for assessing terrain properties at a macro level. We address these issues by building on techniques from orometry, a field that involves the measurement of mountains and other relief features. First, we construct a sparse metric computed on the peaks and saddles of a mountain range and show that, when used for classification, this is capable of robustly distinguishing between different mountain ranges. Second, we present a synthesis method that takes a coarse elevation map as input and builds a graph of peaks and saddles respecting a given orometric distribution. This is then expanded into a fully continuous elevation function by deriving a consistent river network and shaping the valley slopes. In terms of authoring, users provide various control maps and are also able to edit, reposition, insert and remove terrain features all while retaining the characteristics of a selected mountain range. The result is a terrain analysis and synthesis method that considers and incorporates orometric properties, and is, on the basis of our perceptual study, more visually plausible than existing terrain generation methods.
Oscar Argudo, Eric Galin, Adrien Peytavie, Axel Paris, James Gain, Eric Guérin
ACM Trans. Graph.1
2018 Segmentation of aerial images for plausible detail synthesis
Oscar Argudo, Marc Comino, Antoni Chica, Carlos Andújar, Felipe Lumbreras
Comput. Graph.1
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. Forum1
2017 Coherent multi-layer landscape synthesis
Oscar Argudo, Carlos Andújar, Antoni Chica, Eric Guérin, Julie Digne, Adrien Peytavie, Eric Galin
Vis. Comput.1
2016 Interactive inspection of complex multi-object industrial assemblies
Oscar Argudo, Isaac Besora, Pere Brunet, Carles Creus, Pedro Hermosilla, Isabel Navazo, Àlvar Vinacua
Comput. Aided Des.1
2016 Single-picture reconstruction and rendering of trees for plausible vegetation synthesis
Oscar Argudo, Antoni Chica, Carlos Andújar
Comput. Graph.1
2015 Biharmonic fields and mesh completion
Oscar Argudo, Pere Brunet, Antoni Chica, Àlvar Vinacua
Graph. Model.1