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David Miraut 0001

dblp:77/10697 · also David Miraut Andrés · DBLP profile ↗
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6ranked-venue papers
0as first author
0since 2021 · last 2017
0000-0003-1648-5308ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 6

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
2 papers
Computer animation and physical simulation · 100%

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

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
fluid simulation
0.212016
Dispersion kernels for water wave simulation · ACM Trans. Graph. 2016
Computer animation and physical simulation › fluid simulation › free-surface flow
water wave simulation
0.212016
Dispersion kernels for water wave simulation · ACM Trans. Graph. 2016
Computer animation and physical simulation
cloth simulation
0.212014
Yarn-level simulation of woven cloth · ACM Trans. Graph. 2014
Computer animation and physical simulation
collision handling
0.212014
Yarn-level simulation of woven cloth · ACM Trans. Graph. 2014
Computer animation and physical simulation › cloth simulation
yarn-level simulation
0.212014
Yarn-level simulation of woven cloth · ACM Trans. Graph. 2014

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

spatially variant filtering · 0.2shadowed convolution · 0.2pyramid kernels · 0.2massively parallel solver · 0.2elastic rod model · 0.2
YearPublicationVenuePosition
2017 Sparse GPU Voxelization of Yarn-Level Cloth
abstract
Abstract Most popular methods in cloth rendering rely on volumetric data in order to model complex optical phenomena such as sub‐surface scattering. These approaches are able to produce very realistic illumination results, but their volumetric representations are costly to compute and render, forfeiting any interactive feedback. In this paper, we introduce a method based on the Graphics Processing Unit (GPU) for voxelization and visualization, suitable for both interactive and offline rendering. Recent features in the OpenGL model, like the ability to dynamically address arbitrary buffers and allocate bindless textures, are combined into our pipeline to interactively voxelize millions of polygons into a set of large three‐dimensional (3D) textures (>109 elements), generating a volume with sub‐voxel accuracy, which is suitable even for high‐density woven cloth such as linen.
Jorge Lopez-Moreno, David Miraut 0001, Gabriel Cirio, Miguel A. Otaduy
Comput. Graph. Forum2
2016 Modeling and Estimation of Energy-Based Hyperelastic Objects
abstract
Abstract In this paper, we present a method to model hyperelasticity that is well suited for representing the nonlinearity of real‐world objects, as well as for estimating it from deformation examples. Previous approaches suffer several limitations, such as lack of integrability of elastic forces, failure to enforce energy convexity, lack of robustness of parameter estimation, or difficulty to model cross‐modal effects. Our method avoids these problems by relying on a general energy‐based definition of elastic properties. The accuracy of the resulting elastic model is maximized by defining an additive model of separable energy terms, which allow progressive parameter estimation. In addition, our method supports efficient modeling of extreme nonlinearities thanks to energy‐limiting constraints. We combine our energy‐based model with an optimization method to estimate model parameters from force‐deformation examples, and we show successful modeling of diverse deformable objects, including cloth, human finger skin, and internal human anatomy in a medical imaging application.
Eder Miguel, David Miraut 0001, Miguel A. Otaduy
Comput. Graph. Forum2
2016 Dispersion kernels for water wave simulation
abstract
We propose a method to simulate the rich, scale-dependent dynamics of water waves. Our method preserves the dispersion properties of real waves, yet it supports interactions with obstacles and is computationally efficient. Fundamentally, it computes wave accelerations by way of applying a dispersion kernel as a spatially variant filter, which we are able to compute efficiently using two core technical contributions. First, we design novel, accurate, and compact pyramid kernels which compensate for low-frequency truncation errors. Second, we design a shadowed convolution operation that efficiently accounts for obstacle interactions by modulating the application of the dispersion kernel. We demonstrate a wide range of behaviors, which include capillary waves, gravity waves, and interactions with static and dynamic obstacles, all from within a single simulation.
José A. Canabal, David Miraut 0001, Nils Thürey, Theodore Kim, Javier Portilla, Miguel A. Otaduy
ACM Trans. Graph.2
2014 Yarn-level simulation of woven cloth
abstract
The large-scale mechanical behavior of woven cloth is determined by the mechanical properties of the yarns, the weave pattern, and frictional contact between yarns. Using standard simulation methods for elastic rod models and yarn-yarn contact handling, the simulation of woven garments at realistic yarn densities is deemed intractable. This paper introduces an efficient solution for simulating woven cloth at the yarn level. Central to our solution is a novel discretization of interlaced yarns based on yarn crossings and yarn sliding, which allows modeling yarn-yarn contact implicitly, avoiding contact handling at yarn crossings altogether. Combined with models for internal yarn forces and inter-yarn frictional contact, as well as a massively parallel solver, we are able to simulate garments with hundreds of thousands of yarn crossings at practical frame-rates on a desktop machine, showing combinations of large-scale and fine-scale effects induced by yarn-level mechanics.
Gabriel Cirio, Jorge Lopez-Moreno, David Miraut 0001, Miguel A. Otaduy
ACM Trans. Graph.3
2011 Efficient joint poisson-gauss restoration using multi-frame L2-relaxed-L0 analysis-based sparsity
abstract
Recently we proposed an efficient technique based on analysis-based sparsity in tight frames to restore images affected by shift-invariant blur and additive white Gaussian noise. Here we apply the same alternate marginal optimization idea used in that work, but dealing with combined Poissonian-Gaussian noise, which we approximate as Gaussian, additive and signal-dependent. We operate (1) by adding to the original image and its associated sparse vector another auxiliary variable to be optimized in the loop: the blurred, but not yet noisy, image; and (2) by using a quadratic soft constraint. We also re-formulate the previous prior modelling in order to perform a standard maximum a posteriori estimation, and generalize the approach to allow for a multi-frame prior. The proposed technique is computationally efficient and yields state-of-the-art performance.
Elena Gil-Rodrigo, Javier Portilla, David Miraut 0001, Ricardo Suarez-Mesa
ICIP3
2011 Condy: Ultra-fast high performance restoration using multi-frame L2-relaxed-L0 sparsity and constrained dynamic heuristics
abstract
Recently we proposed an efficient technique based on analysis-based sparsity in tight frames to restore images affected by linear blur and additive white Gaussian noise. Such technique performed a joint optimization of a cost function in the image and coefficient space by alternating their corresponding marginal minimizations, until convergence. Here we propose, first, a more standard Bayesian (MAP) re-formulation of the model/method, yielding the same cost function. Second, we propose a heuristical twist in the method, consisting of running only a few iterations (too few to reach convergence), with a dynamic shrinkage plan obtained by maximizing a performance measure in a set of deblurring tests. Third, we propose a multi-frame prior scheme allowing for different thresholds in different frames. Compared to the original method, we achieve a very important speed-up, while keeping high robustness and state-of-the-art performance.
Javier Portilla, Elena Gil-Rodrigo, David Miraut 0001, Ricardo Suarez-Mesa
ICIP3