EDBT 2026 Demo / reviewers in the wild / expert
Ricardo Marroquim
dblp:41/5501 · also Ricardo Guerra Marroquim
· DBLP profile ↗
26ranked-venue papers
4as first author
11since 2021 · last 2026
0000-0001-8299-7067ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 23 · 4 first-author · 9 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 since 2021Artificial intelligence and machine learning · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Skill-Adaptive Ghost Instructors: Enhancing Retention and Reducing Over-Reliance in VR Piano LearningabstractMotor-skill learning systems in XR rely on persistent cues. However, constant cueing can induce overreliance and erode memorization and skill transfer. We introduce a skill-adaptive, dynamically transparent ghost instructor whose opacity adapts in real time to learner performance. In a first-person perspective, users observe a ghost hand executing piano fingering with either a static or a performance-adaptive transparency in a VR piano training application. We conducted a within-subjects study (N=30), where learners practiced with traditional Static (fixed-transparency) and our proposed Dynamic (performance-adaptive) modes and were tested without guidance immediately and after a 10-minute retention interval. Relative to Static, the Dynamic mode yielded higher pitch and fingering accuracy and limited error increases, with comparable timing. These findings suggest that adaptive transparency helps learners internalize fingerings more effectively, reducing dependency on external cues and improving short-term skill retention within immersive learning environments. We discuss design implications for motor-skill learning and outline directions for extending this approach to longer-term retention and more complex tasks. Tzu-Hsin Hsieh, Cassandra Michelle Stefanie Visser, Elmar Eisemann, Ricardo Marroquim |
CHI | 4 |
| 2026 | Foreword to special section on SIBGRAPI 2025
Leonardo Sacht, Marcos Lage, Ricardo Marroquim |
Comput. Graph. | 3 |
| 2026 | Gaussian Point SplattingabstractWe propose Gaussian point splatting, a stochastic method to render Gaussian splats that scales extremely well to scenes with many Gaussians. Our core idea is to sample pixel-sized, opaque points from the Gaussians and to splat them to a framebuffer using 64–bit atomics. Through parallel programming primitives, we achieve an even distribution of the workload across millions of threads. Since these threads splat points independently, multiple points may splat to the same pixel. That makes it non-trivial to determine how many points should be splatted for a Gaussian or how they should be distributed to achieve the desired opacity. We successfully formalize and solve these problems, thus keeping our renders faithful to the original Gaussian splatting. To further accelerate our method, we employ hierarchical frustum and occlusion culling. Our method renders hundreds of millions of Gaussians in real time. The only differences compared to the original Gaussian splatting are slight noise and differences in aliasing. Joris Rijsdijk, Michael Weinmann, Ricardo Marroquim |
ACM Trans. Graph. | 4 |
| 2026 | Local Surface Approximation Contours for Virtual Reality StylisationabstractLine art is an illustrative technique with a wide use in education and art. In the context of image abstraction, its potential for increasing memorisation and recognition has been demonstrated, which motivates its use in scientific illustrations. While much work has focused on the conversion of 3D models into a line-art representation, there is a lack of solutions for virtual reality. Applying existing methods for each eye independently turns out to fall short due to cost constraints, distracting artifacts due to inconsistencies, or limitations regarding the input geometry. To address these limitations, we present a contour renderer for virtual reality. It operates in screen space, making it flexible, yet it relies on a local surface approximation combined with a registration error metric for robustness. Inconsistent occluding contours are continuously merged, and lines with no correspondence between both eyes are culled. The method is easy to implement, highly efficient even for high-resolution imagery, and, according to user evaluations, avoids the noticeable artifacts produced by existing work. Amir Zaidi, Ricardo Marroquim, Michael Weinmann, Elmar Eisemann |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2025 | Preface to the special issue: SIBGRAPI 2024 tutorials
Soraia Raupp Musse, Ricardo Marroquim, Zenilton Kleber Gonçalves do Patrocínio Jr. |
Comput. Graph. | 2 |
| 2024 | Rendering diffraction Phenomena on rough surfaces in Virtual RealityabstractWave-optical phenomena, such as diffraction, significantly impact the visual appearance of surfaces. Despite their importance, wave-optical reflection models are rare and computationally expensive. Recently, we presented a real-time model that accounts for diffraction-induced color shifts and speckle. Given that diffraction phenomena are highly dependent on illumination and viewing directions, as well as stereoscopic vision, we developed a VR demo to evaluate the new model. This demo shows the substantial impact of diffraction on the appearance of rough surfaces, particularly in stereoscopic viewing. Olaf Clausen, Arnulph Fuhrmann, Martin Misiak, Marc Erich Latoschik, Ricardo Marroquim |
VRST | 5 |
| 2024 | Retinal pre-filtering for light field displaysabstractThe display coefficients that produce the signal emitted by a light field display are usually calculated to approximate the radiance over a set of sampled rays in the light field space. However, not all information contained in the light field signal is of equal importance to an observer. We propose a retinal pre-filtering of the light field samples that takes into account the image formation process of the observer to determine display coefficients that will ultimately produce better retinal images for a range of focus distances. We demonstrate a significant increase in image definition without changing the display resolution. Rafael Romeiro, Elmar Eisemann, Ricardo Marroquim |
Comput. Graph. | 3 |
| 2023 | Investigation and Simulation of Diffraction on Rough SurfacesabstractAbstract Simulating light–matter interaction is a fundamental problem in computer graphics. A particular challenge is the simulation of light interaction with rough surfaces due to diffraction and multiple scattering phenomena. To properly model these phenomena, wave‐optics have to be considered. Nevertheless, the most accurate BRDF models, including wave‐optics, are computationally expensive, and the resulting renderings have not been systematically compared to real‐world measurements. This work sheds more light on reflectance variations due to surface roughness. More specifically, we look at wavelength shifts that lead to reddish and blueish appearances. These wavelength shifts have been scarcely reported in the literature, and, in this paper, we provide the first thorough analysis from precise measured data. We measured the spectral in‐plane BRDF of aluminium samples with varying roughness and further acquired the surface topography with a confocal microscope. The measurements show that the rough samples have, on average, a reddish and blueish appearance in the forward and back‐scattering, respectively. Our investigations conclude that this is a diffraction‐based effect that dominates the overall appearance of the samples. Simulations using a virtual gonioreflectometer further confirm our claims. We propose a linear model that can closely fit such phenomena, where the slope of the wavelength shifts depends on the incident and reflection direction. Based on these insights, we developed a simple BRDF model based on the Cook–Torrance model that considers such wavelength shifts. Olaf Clausen, Yang Chen 0073, Arnulph Fuhrmann, Ricardo Marroquim |
Comput. Graph. Forum | 4 |
| 2023 | ComVis-Sail: Comparative Sailing Performance Visualization for CoachingabstractAbstract During training sessions, sailors rely on feedback provided by the coaches to reinforce their skills and improve their performance. Nowadays, the incorporation of sensors on the boats enables coaches to potentially provide more informed feedback to the sailors. A common exercise during practice sessions, consists of two boats of the same class, sailing side by side in a straight line with different boat handling techniques. Coaches try to understand which techniques are that make one boat go faster than the other. The analysis of the obtained data from the boats is challenging given its multi‐dimensional, time‐varying and spatial nature. At present, coaches only rely on aggregated statistics reducing the complexity of the data, hereby losing local and temporal information. We describe a new domain characterization and present a visualization design that allows coaches to analyse the data, structuring their analysis and explore the data from different perspectives. A central element of the tool is the glyph design to intuitively represent and aggregate multiple aspects of the sensor data. We have conducted multiple user studies with naive users, sailors and coaches to evaluate the design and potential of the overall tool. image Marcos Pieras, Ricardo Marroquim, Douwe Broekens, Elmar Eisemann, Anna Vilanova |
Comput. Graph. Forum | 2 |
| 2023 | Laplacian face blendingabstractAbstract Designing realistic tridimensional facial models is a challenging task, not only due to the effort and artistic abilities required but also because human visual perception is very tuned to the processing of facial features. For this reason, rather than creating face models from scratch, artists usually start from a scanned model of a real person. In this work, we present a novel method for blending human faces in order to create a new one. In a nutshell, our proposal uses Laplacian smoothing to segregate layers of details from one or more faces, which are then integrated into a base face with the help of an interactive and visual editor. In particular, our method supports blending multiple faces and multiple sub‐regions in those faces. Since our approach is intuitive and relatively easy to implement, it can be integrated into artistic pipelines aiming at designing human face models from preexisting ones. Diego Mazala, Claudio Esperança, Ricardo Marroquim |
Comput. Animat. Virtual Worlds | 3 |
| 2021 | Monocular 3D reconstruction of sail flying shape using passive markersabstractAbstract We present a method to recover the 3D flying shape of a sail using passive markers. In the navigation and naval architecture domain, retrieving the sail shape may be of immense value to confirm or contest simulation results, and to aid the design of new optimal sails. Our acquisition setup is very simple and low-cost, as it is only necessary to fix a series of printable markers on the sail and register the flying shape in real sailing conditions from a side vessel with a single camera. We reconstruct the average sail shape during an interval where the sailor maintains the sail as stable as possible. The average is further improved by a Bundle Adjustment algorithm. We tested our method in a real sailing scenario and present promising results. Quantitatively, we show the precision in regards to the reconstructed markers area and the reprojected points. Qualitatively, we present feedback from domain experts who evaluated our results and confirmed the usefulness and quality of the reconstructed shape. Luiz Maurílio Maciel, Ricardo Marroquim, Marcelo Bernardes Vieira, Kevyn Swhants Ribeiro, Alexandre Alho |
Mach. Vis. Appl. | 2 |
| 2020 | Visual analysis of video recorded dinghy sailing sessionsabstractNowadays video plays an important role in the coaching of athletes across many different sports. For sailing training sessions, the videos are recorded from the coach boat and provide ways to review and analyze the training sessions aiming at improving the sailors performance. On one hand, videos are commonly recorded with handheld devices that are rather cumbersome to acquire and are prone to missing many important moments. On the other hand, recordings of entire sessions with an integrated camera in the coach boat are difficult to analyze given their length and the lack of image stability. We present a pipeline to facilitate the visual analysis of these full session videos. We extract manoeuvres as interesting segments, and provide a visualization framework to present the video and processed data. Manoeuvres are extracted by detecting and tracking the boat and sailors. With the visualization tool, the user can locate and visually inspect those manoeuvres for coaching tasks. We evaluated the potential of the framework and from the results we conclude that the manoeuvre detection is reasonably accurate and some coaches see potential in the presented framework. Gijs M. W. Reichert, Marcos Pieras, Ricardo Marroquim, Anna Vilanova |
VINCI | 3 |
| 2019 | OMiCroN - Oblique Multipass Hierarchy Creation while Navigating
Vinícius da Silva, Claudio Esperança, Ricardo Marroquim |
Comput. Graph. | 3 |
| 2019 | On GPU Connected Components and Properties: A Systematic Evaluation of Connected Component Labeling Algorithms and Their Extension for Property ExtractionabstractConnected component labeling (CCL) is a fundamental image processing problem that has been studied in many platforms, including GPUs. A common approach to CCL performance analysis is studying the total processing time as a function of abstract image features, like the number of connected components or the fraction of foreground pixels, and input data usually includes synthetic images and segmented video datasets. In this paper, we develop on these ideas and propose an evaluation methodology for GPU CCL algorithms based on synthetic image patterns, addressing the nonexistence of a standard and reliable benchmark in the literature. Our methodology, applied on two important algorithms from existing literature, uncovers their data dependency with great detail, and allows us to model their processing time in three real-world video data sets as functions of abstract, high-level image concepts. We also apply our methodology for studying the memory and performance requirements of two strategies for computing connected component properties: an existing memory-hungry approach, and a new memory-preserving strategy. Pedro Asad, Ricardo Marroquim, Andrea L. e L. Souza |
IEEE Trans. Image Process. | 2 |
| 2018 | Acquisition and Validation of Spectral Ground Truth Data for Predictive Rendering of Rough SurfacesabstractAbstract Physically based rendering uses principles of physics to model the interaction of light with matter. Even though it is possible to achieve photorealistic renderings, it often fails to be predictive. There are two major issues: first, there is no analytic material model that considers all appearance critical characteristics; second, light is in many cases described by only 3 RGB‐samples. This leads to the problem that there are different models for different material types and that wavelength dependent phenomena are only approximated. In order to be able to analyze the influence of both problems on the appearance of real world materials, an accurate comparison between rendering and reality is necessary. Therefore, in this work, we acquired a set of precisely and spectrally resolved ground truth data. It consists of the precise description of a new developed reference scene including isotropic BRDFs of 24 color patches, as well as the reference measurements of all patches under 13 different angles inside the reference scene. Our reference data covers rough materials with many different spectral distributions and various illumination situations, from direct light to indirect light dominated situations. Olaf Clausen, Ricardo Marroquim, Arnulph Fuhrmann |
Comput. Graph. Forum | 2 |
| 2017 | DiLight: Digital light table - Inbetweening for 2D animations using guidelines
Leonardo Carvalho, Ricardo Marroquim, Emilio Vital Brazil |
Comput. Graph. | 2 |
| 2017 | Assisted color acquisition for 3D models
Daniel Coutinho, Ricardo Marroquim, Matteo Dellepiane, Roberto Scopigno |
Comput. Graph. | 2 |
| 2016 | Foreword to special section on SIBGRAPI 2015
Ricardo Marroquim, Pedro V. Sander |
Comput. Graph. | 1 |
| 2016 | Graph-based interactive volume exploration
Daniel Ponciano, Marcos Seefelder, Ricardo Marroquim |
Comput. Graph. | 3 |
| 2016 | Interactive cutaways of oil reservoirs
Felipe Moura de Carvalho, Emilio Vital Brazil, Ricardo Marroquim, Mario Costa Sousa, Antonio A. F. Oliveira |
Graph. Model. | 3 |
| 2014 | Image Space Rendering of Point Clouds Using the HPR OperatorabstractAbstract The hidden point removal (HPR) operator introduced by Katz et al. [KTB07] provides an elegant solution for the problem of estimating the visibility of points in point samplings of surfaces. Since the method requires computing the three‐dimensional convex hull of a set with the same cardinality as the original cloud, the method has been largely viewed as impractical for real‐time rendering of medium to large clouds. In this paper we examine how the HPR operator can be used more efficiently by combining several image space techniques, including an approximate convex hull algorithm, cloud sampling, and GPU programming. Experiments show that this combination permits faster renderings without overly compromising the accuracy. Renan Machado e Silva, Claudio Esperança, Ricardo Marroquim, Antonio A. F. Oliveira |
Comput. Graph. Forum | 3 |
| 2012 | Flow-Based Local Optimization for Image-to-Geometry ProjectionabstractThe projection of a photographic data set on a 3D model is a robust and widely applicable way to acquire appearance information of an object. The first step of this procedure is the alignment of the images on the 3D model. While any reconstruction pipeline aims at avoiding misregistration by improving camera calibrations and geometry, in practice a perfect alignment cannot always be reached. Depending on the way multiple camera images are fused on the object surface, remaining misregistrations show up either as ghosting or as discontinuities at transitions from one camera view to another. In this paper we propose a method, based on the computation of Optical Flow between overlapping images, to correct the local misalignment by determining the necessary displacement. The goal is to correct the symptoms of misregistration, instead of searching for a globally consistent mapping, which might not exist. The method scales up well with the size of the data set (both photographic and geometric) and is quite independent of the characteristics of the 3D model (topology cleanliness, parametrization, density). The method is robust and can handle real world cases that have different characteristics: low level geometric details and images that lack enough features for global optimization or manual methods. It can be applied to different mapping strategies, such as texture or per-vertex attribute encoding. Matteo Dellepiane, Ricardo Marroquim, Marco Callieri, Paolo Cignoni, Roberto Scopigno |
IEEE Trans. Vis. Comput. Graph. | 2 |
| 2012 | Texturing 3D models from sequential photos
Ricardo Marroquim, Gustavo Pfeiffer, Felipe Moura de Carvalho, Antonio A. F. Oliveira |
Vis. Comput. | 1 |
| 2010 | Hardware-Assisted Projected TetrahedraabstractAbstract We present a flexible and highly efficient hardware‐assisted volume renderer grounded on the original Projected Tetrahedra (PT) algorithm. Unlike recent similar approaches, our method is exclusively based on the rasterization of simple geometric primitives and takes full advantage of graphics hardware. Both vertex and geometry shaders are used to compute the tetrahedral projection, while the volume ray integral is evaluated in a fragment shader; hence, volume rendering is performed entirely on the GPU within a single pass through the pipeline. We apply a CUDA‐based visibility ordering achieving rendering and sorting performance of over 6 M Tet/s for unstructured datasets. Furthermore, as each tetrahedron is processed independently, we employ a data‐parallel solution which is neither bound by GPU memory size nor does it rely on auxiliary volume information. In addition, iso‐surfaces can be readily extracted during the rendering process, and time‐varying data are handled without extra burden. André Maximo, Ricardo Marroquim, Ricardo C. Farias |
Comput. Graph. Forum | 2 |
| 2008 | Efficient image reconstruction for point-based and line-based rendering
Ricardo Marroquim, Martin Kraus 0001, Paulo Roma Cavalcanti |
Comput. Graph. | 1 |
| 2008 | Volume and Isosurface Rendering with GPU-Accelerated Cell Projection*abstractAbstract We present an efficient Graphics Processing Unit GPU‐based implementation of the Projected Tetrahedra (PT) algorithm. By reducing most of the CPU–GPU data transfer, the algorithm achieves interactive frame rates (up to 2.0 M Tets/s) on current graphics hardware. Since no topology information is stored, it requires substantially less memory than recent interactive ray casting approaches. The method uses a two‐pass GPU approach with two fragment shaders. This work includes extended volume inspection capabilities by supporting interactive transfer function editing and isosurface highlighting using a Phong illumination model. Ricardo Marroquim, André Maximo, Ricardo C. Farias, Claudio Esperança |
Comput. Graph. Forum | 1 |