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Carlos Gonzalez-Ochoa

dblp:25/4575 · DBLP profile ↗
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5ranked-venue papers
3as first author
1since 2021 · last 2021
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 3 · 2 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
3 papers
Computer animation and physical simulation · 83% Geometric modeling and processing · 14% Image and video processing · 3%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation › skinning
character skinning
0.512021
Direct delta mush skinning compression with continuous examples · ACM Trans. Graph. 2021
Geometric modeling and processing
subdivision surfaces
0.012003
Tile representation of subdivision surfaces · SIGGRAPH 2003
Geometric modeling and processing
computational geometry
0.011998
Computing Moments of Objects Enclosed by Piecewise Polynomial Surfaces · ACM Trans. Graph. 1998
Geometric modeling and processing › shape modeling › surface modeling
freeform surface modeling
0.011998
Computing Moments of Objects Enclosed by Piecewise Polynomial Surfaces · ACM Trans. Graph. 1998
Image and video processing › image representation
moment computation
0.011998
Computing Moments of Objects Enclosed by Piecewise Polynomial Surfaces · ACM Trans. Graph. 1998

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

matrix factorization · 0.5continuous example-based optimization · 0.5subdivision surface · 0.0gauss' divergence theorem · 0.0
YearPublicationVenuePosition
2021 Direct delta mush skinning compression with continuous examples
abstract
Direct Delta Mush (DDM) is a high-quality, direct skinning method with a low setup cost. However, its storage and run-time computing cost are relatively high for two reasons: its skinning weights are 4 X 4 matrices instead of scalars like other direct skinning methods, and its computation requires one 3 X 3 Singular Value Decomposition per vertex. In this paper, we introduce a compression method that takes a DDM model and splits it into two layers: the first layer is a smaller DDM model that computes a set of virtual bone transformations and the second layer is a Linear Blend Skinning model that computes per-vertex transformations from the output of the first layer. The two-layer model can approximate the deformation of the original DDM model with significantly lower costs. Our main contribution is a novel problem formulation for the DDM compression based on a continuous example-based technique, in which we minimize the compression error on an uncountable set of example poses. This formulation provides an elegant metric for the compression error and simplifies the problem to the common linear matrix factorization. Our formulation also takes into account the skeleton hierarchy of the model, the bind pose, and the range of motions. In addition, we propose a new update rule to optimize DDM weights of the first layer and a modification to resolve the floating-point cancellation issue of DDM.
Binh Huy Le, Keven Villeneuve, Carlos Gonzalez-Ochoa
ACM Trans. Graph.3
2019 High-quality object-space dynamic ambient occlusion for characters using Bi-level regression
abstract
The widely used ambient occlusion (AO) technique provides an approximation of some global illumination effects and is efficient enough for use in real-time applications. Because it relies on computing the visibility from each point on a surface, AO computation is expensive for dynamically deforming objects, such as characters in particular. In this paper, we describe an algorithm for producing high-quality dynamically changing AO for characters. Our fundamental idea is to factorize the AO computation into a coarse-scale component in which visibility is determined by approximating spheres, and a fine-scale component that leverages a skinning-like algorithm for efficiency, with both components trained in a regression against ground-truth AO values. The resulting algorithm accommodates interactions with external objects and generalizes without requiring carefully constructed training data. Extensive comparisons illustrate the capabilities and advantages of our algorithm.
Binh Huy Le, Henrik Halen, Carlos Gonzalez-Ochoa, John P. Lewis
I3D3
2003 Tile representation of subdivision surfaces
abstract
No abstract available.
Carlos Gonzalez-Ochoa, Mark Hammel
SIGGRAPH1
1999 Localized-hierarchy surface splines (LeSS)
abstract
An explicit spline representation of smooth free-form surfaces is combined with a hierarchy of meshes to form the basis of an interactive sculpting environment.The environment offers localii hierarchical modeling at different levels of detail, direct surface manipulation, change of connectivity for extrusion and to form holes and bridges, and built-in tangent continuity across th& surface where wanted.The free-form surface is represented and can be exported either in NURBS form or as cubic triangular BCzier patches.Key characteristics of the approach are: (1) mesh pieces and surface pieces are related by strictly local averaging rules; (2) refinement rules depend only on direct, coarser-level ancestors and not on adjacent submeshes or patches; (3) submeshes at different levels look alike.The underlying data structure is a single winged-edge structure with additional pointem to support the hierarchy.Multiply refined regions may be directly adjacent to umefined regions, and mesh fragments at different levels of refinement can be connected.CR Categories: 1.
Carlos Gonzalez-Ochoa, Jörg Peters 0001
SI3D1
1998 Computing Moments of Objects Enclosed by Piecewise Polynomial Surfaces
abstract
Combining a polynomial free-form surface representation with Gauss' divergence theorem allows efficient and exact calculation of the moments of the enclosed objects. For example, for an cubic representation, volume, center of mass, and the inertia tensor can be computed in seconds even for complex objects with serval thousand patches while change due to local modification of the surface geometry can be computed in real-time as feedback for animation or design. Speed and simplicity of the approach allow solving the inverse problem of modeling to match prescribed moments.
Carlos Gonzalez-Ochoa, Scott McCammon, Jörg Peters 0001
ACM Trans. Graph.1