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Claudio Esperança

dblp:68/813 · DBLP profile ↗
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13ranked-venue papers
3as first author
2since 2021 · last 2023
0000-0002-4942-3624ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 13 · 3 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 1

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
1 paper
Geometric modeling and processing · 100%

Topics — the 3 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Geometric modeling and processing › solid modeling
boolean operations
0.412019
QuadMixer: layout preserving blending of quadrilateral meshes · ACM Trans. Graph. 2019
Geometric modeling and processing › shape modeling › shape editing › mesh editing
mesh booleans
0.412019
QuadMixer: layout preserving blending of quadrilateral meshes · ACM Trans. Graph. 2019
Geometric modeling and processing
mesh processing
0.412019
QuadMixer: layout preserving blending of quadrilateral meshes · ACM Trans. Graph. 2019

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

quadrangulation · 0.4boundary constraints · 0.4
YearPublicationVenuePosition
2023 Laplacian face blending
abstract
Abstract 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 Worlds2
2022 Optimized 2D ball trees for shape layout applications
Luis Carlos dos Santos Coutinho Retondaro, Claudio Esperança
Comput. Graph.2
2019 OMiCroN - Oblique Multipass Hierarchy Creation while Navigating
Vinícius da Silva, Claudio Esperança, Ricardo Marroquim
Comput. Graph.2
2019 QuadMixer: layout preserving blending of quadrilateral meshes
abstract
We propose QuadMixer, a novel interactive technique to compose quad mesh components preserving the majority of the original layouts. Quad Layout is a crucial property for many applications since it conveys important information that would otherwise be destroyed by techniques that aim only at preserving shape. Our technique keeps untouched all the quads in the patches which are not involved in the blending. We first perform robust boolean operations on the corresponding triangle meshes. Then we use this result to identify and build new surface patches for small regions neighboring the intersection curves. These blending patches are carefully quadrangulated respecting boundary constraints and stitched back to the untouched parts of the original models. The resulting mesh preserves the designed edge flow that, by construction, is captured and incorporated to the new quads as much as possible. We present our technique in an interactive tool to show its usability and robustness.
Stefano Nuvoli, Alex Hernandez, Claudio Esperança, Riccardo Scateni, Paolo Cignoni, Nico Pietroni
ACM Trans. Graph.3
2014 Image Space Rendering of Point Clouds Using the HPR Operator
abstract
Abstract 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. Forum2
2011 Preface
Claudio Esperança
Vis. Comput.1
2009 Shape-sensitive MLS deformation
Álvaro Cuno, Claudio Esperança, Antonio A. F. Oliveira
Vis. Comput.2
2008 Volume and Isosurface Rendering with GPU-Accelerated Cell Projection*
abstract
Abstract 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. Forum4
2005 Loop Snakes: The Generalized Model
abstract
The topologically adaptable snake model, or simply T-snakes, is a useful tool for automatically identifying multiple segments in an image. According to A. Oliveira et al. (2004), a novel approach for controlling the topology of a T-snake was introduced. That approach focuses on the loops formed by the projected curve which is obtained at every stage of the snake evolution. The idea is to make that curve the image of a piecewise linear mapping of an adequate class. Then, with the help of an additional structure, the loop-tree, it is possible to decide in 0(1) time whether the region delimited by each loop has already been explored by the snake. In the original proposal of the loop snakes model, the snake evolution is limited to contraction and there is only one T-snake that contracts and splits during evolution. In this paper we generalize the original model by allowing the contraction as well as the expansion of several T-snakes.
Antonio A. F. Oliveira, Saulo P. Ribeiro, Claudio Esperança, Gilson A. Giraldi
IV3
2005 A hierarchical sampling approach for polygonizing variational implicit surfaces
Álvaro Cuno, Claudio Esperança, Antonio A. F. Oliveira, Paulo Roma Cavalcanti
Comput. Graph.2
2000 Efficient Algorithms for Computing Conservative Portal Visibility Information
abstract
The number of polygons in realistic architectural models is many more than can be rendered at interactive frame rates. Typically, however, due to occlusion by opaque surfaces (e.g., walls), only small fractions of such models are visible from most viewpoints. This fact is used in many popular methods for preprocessing visibility information which assume a scene model subdivided into convex cells connected through convex portals. These methods need to establish which cells or parts thereof are visible to a generalized observer located within each cell. The geometry of this information is termed a ‘visibility volume’ and its computation is usually quite complex. Conservative approximations of viewing volumes, however, are simpler and less expensive to compute. In this paper we present techniques and algorithms which permit the computation of conservative viewing volumes incrementally. In particular, we describe an algorithm for computing the viewing volumes for a given cell through a sequence of ‘m’ portals containing a total of ‘n’ edges in Omn time.
W. F. H. Jimenez, Claudio Esperança, Antonio A. F. Oliveira
Comput. Graph. Forum2
1998 Vertex representations and their applications in computer graphics
Claudio Esperança, Hanan Samet
Vis. Comput.1
1997 A Differential Code for Shape Representation in Image Database Applications
abstract
A new method termed the vertex representation is presented for approximating the shapes of objects of arbitrary dimensionality d (e.g., 2D, 3D, etc.) with orthogonal (d-1)-dimensional faces using a variable number of vertices. The vertex representation can be viewed as a generalization of boundary codes (i.e., chain codes) to higher dimensions. Techniques are described for using the vertex representation to efficiently perform many operations commonly performed on rasters. The utility of these techniques in image database applications is discussed.
Claudio Esperança, Hanan Samet
ICIP (1)1