EDBT 2026 Demo / reviewers in the wild / expert
Gustavo Patow
dblp:55/1705 · also Gustavo A. Patow
· DBLP profile ↗
41ranked-venue papers
4as first author
10since 2021 · last 2025
0000-0002-1977-9101ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 37 · 3 first-author · 8 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 since 2021Artificial intelligence and machine learning · 2 · 2 since 2021Computer networks · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Including reflections in real-time voxel-based global illuminationabstractDespite advances in rendering techniques, achieving high-quality real-time global illumination remains a significant challenge in Computer Graphics. While offline methods produce photorealistic lighting effects by accurately simulating light transport, real-time approaches struggle with the computational complexity of global illumination, particularly when handling dynamic scenes and moving light sources. Existing solutions often rely on precomputed data structures or approximate techniques, which either lack flexibility or introduce artifacts that degrade visual fidelity. In this work, we build upon previous research on a voxel-based real-time global illumination method to efficiently incorporate reflections and interreflections for both static and dynamic objects. Our approach leverages a voxelized scene representation, combined with a strategy for ray tracing camera-visible reflections, to ensure accurate materials while maintaining high performance. Key contributions include: (i) a high-quality material system capable of diffuse, glossy, and specular interreflections for both static and dynamic scene objects (ii) a highly-performant screen-space material model with a low memory consumption; and (iii) an open-source full implementation for further research and development. Our method outperforms state-of-the-art academic and industrial techniques, achieving higher quality and better temporal stability without requiring excessive computational resources. By enabling real-time global illumination with reflections, our work lays the foundation for more advanced rendering systems, ultimately moving closer to the visual fidelity of offline rendering while maintaining interactivity. Alejandro Cosin Ayerbe, Gustavo Patow |
Comput. Graph. | 2 |
| 2025 | Dynamic Voxel-Based Global IlluminationabstractAbstract Global illumination computation in real time has been an objective for Computer Graphics since its inception. Unfortunately, its implementation has challenged up to now the most advanced hardware and software solutions. We propose a real‐time voxel‐based global illumination solution for a single light bounce that handles static and dynamic objects with diffuse materials under a dynamic light source. The combination of ray tracing and voxelization on the GPU offers scalability and performance. Our divide‐and‐win approach, which ray traces separately static and dynamic objects, reduces the re‐computation load with updates of any number of dynamic objects. Our results demonstrate the effectiveness of our approach, allowing the real‐time display of global illumination effects, including colour bleeding and indirect shadows, for complex scenes containing millions of polygons. Alejandro Cosin Ayerbe, Pierre Poulin, Gustavo Patow |
Comput. Graph. Forum | 3 |
| 2024 | Foreword to the special section on Spanish Computer Graphics Conference 2024
Ana Serrano, Gustavo Patow, Julio Marco |
Comput. Graph. | 2 |
| 2023 | Deep weathering effectsabstractWeathering phenomena are ubiquitous in urban environments, where it is easy to observe severely degraded old buildings as a result of water penetration. Despite being an important part of any realistic city, this kind of phenomenon has received little attention from the Computer Graphics community compared to stains resulting from biological or flow effects on the building exteriors. In this paper, we present physically-inspired deep weathering effects, where the penetration of humidity (i.e., water particles) and its interaction with a building’s internal structural elements result in large, visible degradation effects. Our implementation is based on a particle-based propagation model for humidity propagation, coupled with a spring-based interaction simulation that allows chemical interactions, like the formation of rust, to deform and destroy a building’s inner structure. To illustrate our methodology, we show a collection of deep degradation effects applied to urban models involving the creation of rust or of ice within walls. Adrien Verhulst, Jean-Marie Normand, Guillaume Moreau, Gustavo Patow |
Comput. Graph. | 4 |
| 2023 | Black hole algorithm with convolutional neural networks for the creation of brain-computer interface based in visual perception and visual imageryabstractAbstract Non-invasive brain-computer interfaces can be implemented through different paradigms, the most used one being motor imagery and evoked potentials, although recently there has been an interest in paradigms based on perception and visual imagery. Following this approach, this work demonstrates the classification of visual imagery, visual perception and also the possibility of knowledge transfer between these two domains from EEG signals using convolutional neural networks. Also, we propose an adequate framework for such classification, which uses convolutional neural networks and the black hole heuristic algorithm for the search for optimal neural network structures. Fabio R. Llorella Costa, José Maria Azorín, Gustavo Patow |
Neural Comput. Appl. | 3 |
| 2022 | Clustered voxel real-time global illuminationabstractReal-time global illumination is an extremely challenging problem because of its intrinsic complexity due to the interplay between complex geometry, multiple light bounces, and stringent real-time frame-rate requirements. In this paper, we present a new technique that enables the real-time computation of global illumination in generic scenes for diffuse surfaces and static geometry. Our technique combines a voxel-based representation of the scene, a voxel-clustering algorithm, and an iterative light-propagation algorithm based on the resulting clusters. Although our implementation is currently designed to handle the first (and main) bounce, the technique allows for multiple light bounces. Summing up all these components results in a flexible algorithm capable of providing global illumination effects and on-the-fly illumination computations. Alejandro Cosin Ayerbe, Gustavo Patow |
Comput. Graph. | 2 |
| 2022 | Feature-based clustered geometry for interpolated Ray-castingabstractAcceleration techniques for Rendering in general, and Ray-Casting in particular, have been the subject of much research in Computer Graphics. Most efforts have been focused on new data structures for efficient ray/scene traversal and intersection. In this paper, we propose an acceleration technique that approximates rendering and that is built around a new feature-based clustering approach. The technique starts preprocessing the scene by grouping elements according to their features using a set of channels based on an information theory-based approach. Then, at run-time, a rendering strategy uses that clustering information to reconstruct the final image, by deciding which areas could take advantage of the coherence in the features and thus, could be interpolated; and which areas require more involved calculations. This process starts with a low-resolution render that is iteratively refined up to the desired resolution by reusing previously computed pixels. Our experimental results show a significant speedup of an order of magnitude, depending on the complexity of the per-pixel calculations, the screen size of the objects, and the number of clusters. Rendering quality and speed directly depend on the number of clusters and the number of steps performed during the reconstruction procedure, and both can easily be set by the user. Our findings show that feature-based clustering can significantly impact rendering speed if samples are chosen to enable interpolation of smooth regions. Our technique, thus, accelerates a range of popular and costly techniques, ranging from texture mapping up to complex ambient occlusion, soft and hard shadow calculations, and it can even be used in conjunction with more traditional acceleration methods. Francisco González García, Ignacio Martín 0002, Gustavo Patow |
Comput. Graph. | 3 |
| 2021 | Black Hole algorithm with convolutional neural networks for the creation of a Brain-Switch using visual perceptionabstractBrain-switches are systems that allow a binary communication between the brain and the outside world without using the peripheral nervous system. These systems are of interest since they can be executed with high success asynchronously and, although the amount of information processed per time unit is low, they represent a first step towards a full Brain-Computer Interface system. In this work, the possibility of creating a Brain-Switch using visual perception has been studied. Using the Black Hole search heuristic algorithm and Convolutional Neural Networks (CNN) in time domain, we obtain an average of 86% in 36 subjects with a Cohen's kappa value of 0.73. Fabio R. Llorella Costa, José Maria Azorín, Gustavo Patow |
CBMS | 3 |
| 2021 | Procedural crowd generation for semantically augmented virtual cities
Otger Rogla Pujalt, Gustavo Patow, Nuria Pelechano |
Comput. Graph. | 2 |
| 2021 | Physically inspired technique for modeling wet absorbent materials
Juan M. Bajo, Claudio Delrieux, Gustavo Patow |
Vis. Comput. | 3 |
| 2020 | Shrinking city layouts
Oriol Pueyo, Albert Sabrià, Xavier Pueyo, Gustavo Patow, Michael Wimmer 0001 |
Comput. Graph. | 4 |
| 2020 | Realistic Buoyancy Model for Real-Time ApplicationsabstractAbstract Following Archimedes' Principle, any object immersed in a fluid is subject to an upward buoyancy force equal to the weight of the fluid displaced by the object. This simple description is the origin of a set of effects that are ubiquitous in nature, and are becoming commonplace in games, simulators and interactive animations. Although there are solutions to the fluid‐to‐solid coupling problem in some particular cases, to the best of our knowledge, comprehensive and accurate computational buoyancy models adequate in general contexts are still lacking. We propose a real‐time Graphics Processing Unit (GPU) based algorithm for realistic computation of the fluid‐to‐solid coupling problem, which is adequate for a wide generality of cases (solid or hollow objects, with permeable or leak‐proof surfaces, and with variable masses). The method incorporates the behaviour of the fluid into which the object is immersed, and decouples the computation of the physical parameters involved in the buoyancy force of the empty object from the mass of contained liquid. The dynamics of this mass of liquid are also computed, in a way such that the relation between the centre of mass of the object and the buoyancy force may vary, leading to complex, realistic beha viours such as the ones arising for instance with a sinking boat. Juan M. Bajo, Gustavo Patow, Claudio Delrieux |
Comput. Graph. Forum | 2 |
| 2020 | Simulating the Evolution of Ancient Fortified CitiesabstractAbstract Ancient cities and castles are ubiquitous cultural heritage structures all over Europe, and countless digital creations (e.g. movies and games) use them for storytelling. However, they got little or no attention in the computer graphics literature. This paper aims to close the gap between historical and geometrical modelling, by presenting a framework that allows the forward and inverse design of ancient city (e.g. castles and walled cities) evolution along history. The main component is an interactive loop that cycles over a number of years simulating the evolution of a city. The user can define events, such as battles, city growth, wall creations or expansions, or any other historical event. Firstly, cities (or castles) and their walls are created, and, later on, expanded to encompass civil or strategic facilities to protect. In our framework, battle simulations are used to detect weaknesses and strengthen them, evolving to accommodate to developments in offensive weaponry. We conducted both forward and inverse design tests on three different scenarios: the city of Carcassone (France), the city of Gerunda (Spain) and the Ciutadella in ancient Barcelona. All the results have been validated by historians who helped fine‐tune the different parameters involved in the simulations. Albert Mas, Ignacio Martín 0002, Gustavo Patow |
Comput. Graph. Forum | 3 |
| 2019 | Common Spatial Pattern for the Classification of Imagined Geometric Objects
Fabio R. Llorella Costa, Gustavo Patow, José Maria Azorín |
CHIRA | 2 |
| 2019 | Ruleset-rewriting for procedural modeling of buildings
Ignacio Martín 0002, Gustavo Patow |
Comput. Graph. | 2 |
| 2019 | Controllable Image-Based Transfer of Flow PhenomenaabstractAbstract Modelling flow phenomena and their related weathering effects is often cumbersome due their dependence on the environment, materials and geometric properties of objects in the scene. Example‐based modelling provides many advantages for reproducing real textures, but little effort has been devoted to reproducing and transferring complex phenomena. In order to produce realistic flow effects, it is possible to take advantage of the widespread availability of flow images on the Internet, which can be used to gather key information about the flow. In this paper, we present a technique that allows the transfer of flow phenomena between photographs, adapting the flow to the target image and giving the user flexibility and control through specifically tailored parameters. This is done through two types of control curves: a fitted theoretical curve to control the mass of deposited material, and an extended colour map for properly adapting to the target appearance. In addition, our method filters and warps the input flow in order to account for the geometric details of the target surface. This leads to a fast and intuitive approach to easily transfer phenomena between images, providing a set of simple and intuitive parameters to control the process. Carles Bosch, Gustavo Patow |
Comput. Graph. Forum | 2 |
| 2019 | An overview of generalization techniques for street networks
Oriol Pueyo, Xavier Pueyo, Gustavo Patow |
Graph. Model. | 3 |
| 2018 | Generalized selections for direct control in procedural buildings
Diego Jesus, Gustavo Patow, António Coelho 0001, António Augusto de Sousa |
Comput. Graph. | 2 |
| 2018 | Heuristic driven inverse reflector design
Albert Mas, Ignacio Martín 0002, Gustavo Patow |
Comput. Graph. | 3 |
| 2018 | Skyline-based geometric simplification for urban solar analysis
Gonzalo Besuievsky, Benoit Beckers, Gustavo Patow |
Graph. Model. | 3 |
| 2018 | Urban Weathering: Interactive Rendering of Polluted CitiesabstractWeathering effects are ubiquitous phenomena in cities. Buildings age and deteriorate over time as they interact with the environment. Pollution accumulating on facades is a particularly visible consequence of this. Even though relevant work has been done to produce impressive images of virtual urban environments including weathering effects, so far, no technique using a global approach has been proposed to deal with weathering effects. Here, we propose a technique based on a fast physically-inspired approach, that focuses on modeling the changes in appearance due to pollution soiling on an urban scale. We consider pollution effects to depend on three main factors: wind, rain and sun exposure, and we take into account three intervening steps: deposition, reaction and washing. Using a low-cost pre-computation, we evaluate the pollution distribution throughout the city. Based on this and the use of screen-space operators, our method results in an efficient approach able to generate realistic images of urban scenes by combining the intervening factors at interactive rates. In addition, the pre-computation demands a reduced amount of memory to store the resulting pollution map and, as it is independent from scene complexity, it can suit large and complex models by adapting the map resolution. Imanol Muñoz-Pandiella, Carles Bosch, Nicolas Mérillou, Gustavo Patow, Stéphane Mérillou, Xavier Pueyo |
IEEE Trans. Vis. Comput. Graph. | 4 |
| 2016 | Continuity and Interpolation Techniques for Computer GraphicsabstractAbstract Continuity and interpolation have been crucial topics for computer graphics since its very beginnings. Every time we want to interpolate values across some area, we need to take a set of samples over that interpolating region. However, interpolating samples faithfully allowing the results to closely match the underlying functions can be a tricky task as the functions to sample could not be smooth and, in the worst case, it could be even impossible when they are not continuous. In those situations bringing the required continuity is not an easy task, and much work has been done to solve this problem. In this paper, we focus on the state of the art in continuity and interpolation in three stages of the real‐time rendering pipeline. We study these problems and their current solutions in texture space (2D), object space (3D) and screen space. With this review of the literature in these areas, we hope to bring new light and foster research in these fundamental, yet not completely solved problems in computer graphics. Gustavo González García, Gustavo Patow |
Comput. Graph. Forum | 2 |
| 2015 | Procedural bread making
Rodrigo Baravalle, Gustavo Patow, Claudio Delrieux |
Comput. Graph. | 2 |
| 2014 | Fracture modeling in computer graphics
Lien Muguercia, Carles Bosch, Gustavo Patow |
Comput. Graph. | 3 |
| 2014 | Structuring urban data
Oriol Pueyo, Gustavo Patow |
Vis. Comput. | 2 |
| 2013 | Visual copy & paste for procedurally modeled buildings by ruleset rewriting
Santiago Barroso, Gonzalo Besuievsky, Gustavo Patow |
Comput. Graph. | 3 |
| 2013 | R4: Realistic rain rendering in realtime
Carles Creus, Gustavo Patow |
Comput. Graph. | 2 |
| 2013 | Customizable LoD for Procedural ArchitectureabstractAbstract This paper presents a new semantic and procedural level‐of‐detail (LoD) method applicable to any rule‐based procedural building definition. This new LoD system allows the customizable and flexible selection of the architectural assets to simplify, doing it in an efficient and artist‐transparent way. The method, based on an extension of traditional grammars, uses LoD‐oriented commands. A graph‐rewriting process introduces these new commands in the artist‐provided rule set, which allows to select different simplification criteria (distance, screen‐size projection, semantic selection or any arbitrary method) through a scripting interface, according to user needs. This way we define a flexible, customizable and efficient procedural LoD system, which generates buildings directly with the correct LoD for a given set of viewing and semantic conditions. Gonzalo Besuievsky, Gustavo Patow |
Comput. Graph. Forum | 2 |
| 2013 | *Cages: : A multilevel, multi-cage-based system for mesh deformationabstractCage-based deformation has been one of the main approaches for mesh deformation in recent years, with a lot of interesting and active research. The main advantages of cage-based deformation techniques are their simplicity, relative flexibility, and speed. However, to date there has been no widely accepted solution that provides both user control at different levels of detail and high-quality deformations. We present *Cages (star-cages), a significant step forward with respect to traditional single-cage coordinate systems, and which allows the usage of multiple cages enclosing the model for easier manipulation while still preserving the smoothness of the mesh in the transitions between them. The proposed deformation scheme is extremely flexible and versatile, allowing the usage of heterogeneous sets of coordinates and different levels of deformation, ranging from a whole-model deformation to a very localized one. This locality allows faster evaluation and a reduced memory footprint, and as a result outperforms single-cage approaches in flexibility, speed, and memory requirements for complex editing operations. Francisco González García, Teresa Paradinas, Narcís Coll, Gustavo Patow |
ACM Trans. Graph. | 4 |
| 2013 | Interactive Applications for Sketch-Based Editable Polycube MapabstractIn this paper, we propose a sketch-based editable polycube mapping method that, given a general mesh and a simple polycube that coarsely resembles the shape of the object, plus sketched features indicating relevant correspondences between the two, provides a uniform, regular, and user-controllable quads-only mesh that can be used as a basis structure for subdivision. Large scale models with complex geometry and topology can be processed efficiently with simple, intuitive operations. We show that the simple, intuitive nature of the polycube map is a substantial advantage from the point of view of the interface by demonstrating a series of applications, including kit-basing, shape morphing, painting over the parameterization domain, and GPU-friendly tessellated subdivision displacement, where the user is also able to control the number of patches in the base mesh by the construction of the base polycube. Ismael García, Jiazhi Xia, Ying He 0001, Shi-Qing Xin, Gustavo Patow |
IEEE Trans. Vis. Comput. Graph. | 5 |
| 2011 | Editable polycube map for GPU-based subdivision surfacesabstractIn this paper we propose an editable polycube mapping method that, given an arbitrary high-resolution polygonal mesh and a simple polycube representation plus optional sketched features indicating relevant correspondences between the two, provides a uniform, regular and artist-controllable quads-only mesh with a parameterized subdivision scheme. The method introduces a global parameterization, based on a divide and conquer strategy, which allows to create polycube-maps with a much smaller number of patches, and gives much more control over the quality of the induced subdivision surface. All this makes it practical for real-time rendering on modern hardware (e.g. OGL 4.1 and D3D11 tessellation hardware). By sketching these correspondence features, processing large-scale models with complex geometry and topology is now feasible. This is crucial for obtaining watertight displaced Catmull-Clark subdivision surfaces and high-quality texturing on real-time applications. Jiazhi Xia, Ismael García, Ying He 0001, Shi-Qing Xin, Gustavo Patow |
SI3D | 5 |
| 2010 | Real-time path-based surface detail
Carles Bosch, Gustavo Patow |
Comput. Graph. | 2 |
| 2009 | Fast Inverse Reflector Design (FIRD)abstractAbstract This paper presents a new inverse reflector design method using a GPU‐based computation of outgoing light distribution from reflectors. We propose a fast method to obtain the outgoing light distribution of a parametrized reflector, and then compare it with the desired illumination. The new method works completely in the GPU. We trace millions of rays using a hierarchical height‐field representation of the reflector. Multiple reflections are taken into account. The parameters that define the reflector shape are optimized in an iterative procedure in order for the resulting light distribution to be as close as possible to the desired, user‐provided one. We show that our method can calculate reflector lighting at least one order of magnitude faster than previous methods, even with millions of rays, complex geometries and light sources. Albert Mas, Ignacio Martín 0002, Gustavo Patow |
Comput. Graph. Forum | 3 |
| 2009 | Specular Effects on the GPU: State of the ArtabstractAbstract This survey reviews algorithms that can render specular, i.e. mirror reflections, refractions, and caustics on the GPU. We establish a taxonomy of methods based on the three main different ways of representing the scene and computing ray intersections with the aid of the GPU, including ray tracing in the original geometry, ray tracing in the sampled geometry, and geometry transformation. Having discussed the possibilities of implementing ray tracing, we consider the generation of single reflections/refractions, interobject multiple reflections/refractions, and the general case which also includes self‐reflections or refractions. Moving the focus from the eye to the light sources, caustic effect generation approaches are also examined. László Szirmay-Kalos, Tamás Umenhoffer, Gustavo Patow, László Szécsi, Mateu Sbert |
Comput. Graph. Forum | 3 |
| 2009 | Continuity mapping for multi-chart texturesabstractIt is well known that multi-chart parameterizations introduce seams over meshes, causing serious problems for applications like texture filtering, relief mapping and simulations in the texture domain. Here we present two techniques, collectively known as Continuity Mapping , that together make any multi-chart parameterization seamless: Traveler's Map is used for solving the spatial discontinuities of multi-chart parameterizations in texture space thanks to a bidirectional mapping between areas outside the charts and the corresponding areas inside; and Sewing the Seams addresses the sampling mismatch at chart boundaries using a set of stitching triangles that are not true geometry, but merely evaluated on a perfragment basis to perform consistent linear interpolation between non-adjacent texel values. Continuity Mapping does not require any modification of the artist-provided textures or models, it is fully automatic, and achieves continuity with small memory and computational costs. Francisco González García, Gustavo Patow |
ACM Trans. Graph. | 2 |
| 2008 | Compression and Importance Sampling of Near-Field Light SourcesabstractAbstract This paper presents a method for compressing measured datasets of the near‐field emission of physical light sources (represented by raysets). We create a mesh on the bounding surface of the light source that stores illumination information. The mesh is augmented with information about directional distribution and energy density. We have developed a new approach to smoothly generate random samples on the illumination distribution represented by the mesh, and to efficiently handle importance sampling of points and directions. We will show that our representation can compress a 10 million particle rayset into a mesh of a few hundred triangles. We also show that the error of this representation is low, even for very close objects. Albert Mas, Ignacio Martín 0002, Gustavo Patow |
Comput. Graph. Forum | 3 |
| 2008 | IGT: inverse geometric texturesabstractPreserving details from a high resolution reference model onto lower resolution models is a complex, and sometimes daunting, task as manual intervention is required to correct texture misplacements. Inverse Geometric Textures (IGT) is a parameterization-independent texturing technique that allows preservation of texture details from a high resolution reference model onto lower resolutions, generated with any given simplification method. IGT uses a parameterization defined on the reference model to generate an inversely parameterized texture that stores, for each texel, a list with information about all the triangles mapped onto it. In this way, for any valid texture coordinate, IGT can identify the point and the triangle of the detailed model that was projected, allowing details from the reference model to be applied onto the fragment from the low-resolution model. IGT is encoded in compact data structures and can be evaluated quickly. Furthermore, the high resolution model can have its own independentartist-provided, unmodified parameterization, so that no additional effort is required to directly use artist-designed content. Ismael García, Gustavo Patow |
ACM Trans. Graph. | 2 |
| 2007 | User-guided inverse reflector design
Gustavo Patow, Xavier Pueyo, Àlvar Vinacua |
Comput. Graph. | 1 |
| 2005 | A Survey of Inverse Surface Design From Light Transport Behavior SpecificationabstractAbstract Inverse surface design problems from light transport behavior specification usually represent extremely complex and costly processes, but their importance is well known. In particular, they are very interesting for lighting and luminaire design, in which it is usually difficult to test design decisions on a physical model in order to avoid costly mistakes. In this survey, we present the main ideas behind these kinds of problems, characterize them, and summarize existing work in the area, revealing problems that remain open and possible areas of further research. Gustavo Patow, Xavier Pueyo |
Comput. Graph. Forum | 1 |
| 2003 | A Survey of Inverse Rendering ProblemsabstractAbstract Inverse rendering problems usually represent extremely complex and costly processes, but their importance in many research areas is well known. In particular, they are of extreme importance in lighting engineering, where potentially costly mistakes usually make it unfeasible to test design decisions on a model. In this survey we present the main ideas behind these kinds of problems, characterize them, and summarize work developed in the area, revealing problems that remain unsolved and possible areas of further research. ACM CSS: I.3.6 Computer Graphics Methodology and Techniques I.3.7 Computer Graphics— Three‐Dimensional Graphics and Realism I.4.1 Image Processing and Computer Vision Digitization and Image Capture I.4.7 Image Processing and Computer Vision Feature Measurement I.4.8 Image Processing and Computer Vision Scene Analysis Gustavo Patow, Xavier Pueyo |
Comput. Graph. Forum | 1 |
| 1997 | Environment mapped refraction models for low cost scan-line rendering
Gustavo Patow, Claudio Delrieux |
Comput. Networks ISDN Syst. | 1 |