Giuseppe Claudio Guarnera

dblp:99/4925 · also G. Claudio Guarnera · DBLP profile ↗
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17ranked-venue papers
4as first author
10since 2021 · last 2026
0000-0002-7703-5194ORCID · verified

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

Graphics, computer vision, multimedia, augmented reality and games · 16 · 4 first-author · 10 since 2021Artificial intelligence and machine learning · 2 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author
YearPublicationVenuePosition
2026 PBR-Inspired Controllable Diffusion for Image Generation
abstract
Despite recent advances in text-to-image generation, controlling geometric layout and PBR material properties in synthesized scenes remains challenging. We present a pipeline that first produces a G-buffer (albedo, normals, depth, roughness, shading, and metallic) from a text prompt and then renders a final image through a PBR-inspired branch network. This intermediate representation enables fine-grained control: users can copy and paste within specific G-buffer channels to insert or reposition objects, or apply masks to the irradiance channel to adjust lighting locally. As a result, real objects can be seamlessly integrated into virtual scenes. By separating user-friendly scene description from image rendering, our method offers a practical balance between detailed post-generation control and efficient text-driven synthesis. We demonstrate its effectiveness through quantitative evaluations and a user study with 156 participants, showing consistent human preference over strong baselines and confirming that G-buffer control extends the flexibility of text-guided image generation.
Giuseppe Claudio Guarnera, Zahra Montazeri
Comput. Graph. Forum2
2026 Spectral Image Rendering of Fluorescent Objects Using a Conventional Renderer
abstract
We propose a practical spectral image rendering method for fluorescent objects using a renderer that does not natively support wavelength-shifting transport. For scenes composed of matte fluorescent and non-fluorescent surfaces, the illumination incident on a target fluorescent object is classified into three types: (1) direct illumination from a light source, (2) indirect illumination reflected from other reflective objects, and (3) luminescent illumination emitted from other fluorescent objects. We express the radiance observed on a fluorescent surface as a linear combination of five terms: reflection and fluorescence under direct illumination, reflection and fluorescence under indirect illumination, and reflection induced by luminescent illumination emitted by other fluorescent surfaces. Assuming isotropic emission and single-bounce fluorescence, the fluorescent shading terms reuse the diffuse-reflection shading produced by the renderer, while measured Donaldson matrices provide the wavelength conversion. Mitsuba is used as the underlying conventional rendering system. Experiments conducted with a physically built Cornell Box validate the proposed method through comparisons with direct measurements and an existing fluorescence-capable renderer. Finally, we demonstrate an extension to non-planar fluorescent objects via sparse emitter discretization.
Shoji Tominaga, Giuseppe Claudio Guarnera, Ryo Ohtera
IEEE Trans. Vis. Comput. Graph.2
2025 Image Adaptation for Colour Vision Deficient Viewers Using Vision Transformers
abstract
Colour Vision Deficiency (CVD) occurs when anomalous retinal cone spectral responses impact the ability to distinguish between certain colours. To enhance image quality and viewing experience, recolouring algorithms seek to modify pixel values so that this does not lead to a loss of detail or image quality. Recent approaches to recolouring for CVD viewers employ neural models which exploit higher order features to direct colour adaptation. In this work, we build upon the idea that visual neural models exhibit emergent behaviour which mimics the human visual system. We make use of these learned behaviours to guide the colour adaptation process by considering regions of the image that are the most semantically meaningful for a non-CVD viewer and compensate for them appropriately if they are absent or distorted in a CVD-simulated version of the image. We find that a minimal algorithm built atop a pretrained model produces results that substantially boost contrast and salience for viewers affected by CVD. We also investigate a few cases where modifications are absent, indicating that a neurally guided salience-based model may also provide a means of determining when recolouring is not necessary. Additionally, we introduce a novel metric that quantifies the contrast increase or decrease under changes in image colour.
Tom Gillooly, Jean-Baptiste Thomas, Jon Yngve Hardeberg, Giuseppe Claudio Guarnera
WACV4
2025 Neural field multi-view shape-from-polarisation
abstract
Abstract We tackle the problem of multi‐view shape‐from‐polarisation using a neural implicit surface representation and volume rendering of a polarised neural radiance field (P‐NeRF). The P‐NeRF predicts the parameters of a mixed diffuse/specular polarisation model. This directly relates polarisation behaviour to the surface normal without explicitly modelling illumination or BRDF. Via the implicit surface representation, this allows polarisation to directly inform the estimated geometry. This improves shape estimation and also allows separation of diffuse and specular radiance. For polarimetric images from division‐of‐focal‐plane sensors, we fit directly to the raw data without first demosaicing. This avoids fitting to demosaicing artefacts and we propose losses and saturation masking specifically to handle HDR measurements. Our method achieves state‐of‐the‐art performance on the PANDORA benchmark. We apply our method in a lightstage setting, providing single‐shot face capture.
Rapee Wanaset, Giuseppe Claudio Guarnera, William Alfred Peter Smith
Comput. Graph. Forum2
2024 Practical Measurement and Neural Encoding of Hyperspectral Skin Reflectance
abstract
We propose a practical method to measure spectral skin reflectance as well as a spectral BSSRDF model spanning a wide spectral range from 300nm to 1000nm. We employ a practical capture setup consisting of desktop monitors to illuminate human faces in the visible domain to estimate five parameters of spectral chromophore concentrations including melanin, hemoglobin, and $\beta$ carotene concentration, melanin blend-type fraction, and epidermal hemoglobin fraction. The estimated parameters make use of a novel three-stage lookup table search for faster parameter fitting, and drive our skin model for accurate reconstruction of facial skin reflectance response in both the visible domain as well as in the UVA and near-infrared range. We also propose a novel neural network architecture that given our measurements, predicts the five chromophore parameters of our model at the encoder stage and full hyperspectral reflectance response as the output of the decoder stage.
Giuseppe Claudio Guarnera, Arvin Lin, Abhijeet Ghosh
3DV2
2024 ReflectanceFusion: Diffusion-based text to SVBRDF Generation
abstract
We introduce Reflectance Diffusion, a new neural text-to-texture model capable of generating high-fidelity SVBRDF maps from textual descriptions. Our method leverages a tandem neural approach, consisting of two modules, to accurately model the distribution of spatially varying reflectance as described by text prompts. Initially, we employ a pre-trained stable diffusion 2 model to generate a latent representation that informs the overall shape of the material and serves as our backbone model. Then, our ReflectanceUNet enables fine-tuning control over the material's physical appearance and generates SVBRDF maps. ReflectanceUNet module is trained on an extensive dataset comprising approximately 200,000 synthetic spatially varying materials. Our generative SVBRDF diffusion model allows for the synthesis of multiple SVBRDF estimates from a single textual input, offering users the possibility to choose the output that best aligns with their requirements. We illustrate our method's versatility by generating SVBRDF maps from a range of textual descriptions, both specific and broad. Our ReflectanceUNet model can integrate optional physical parameters, such as roughness and specularity, enhancing customization. When the backbone module is fixed, the ReflectanceUNet module refines the material, allowing direct edits to its physical attributes. Comparative evaluations demonstrate that ReflectanceFusion achieves better accuracy than existing text-to-material models, such as Text2Mat, while also providing the benefits of editable and relightable SVBRDF maps.
Giuseppe Claudio Guarnera, Zahra Montazeri
EGSR (ST)2
2024 Realistic Facial Age Transformation with 3D Uplifting
abstract
Abstract While current facial re‐ageing methods can produce realistic results, they purely focus on the 2D age transformation. In this work, we present an approach to transform the age of a person in both facial appearance and shape across different ages while preserving their identity. We employ an α‐(de)blending diffusion network with an age‐to‐α transformation to generate coarse structure changes, such as wrinkles. Additionally, we edit biophysical skin properties, including melanin and hemoglobin, to simulate skin color changes, producing realistic re‐ageing results from ages 10 to 80 years. We also propose a geometric neural network that alters the coarse scale facial geometry according to age, followed by a lightweight and efficient network that adds appropriate skin displacement on top of the coarse geometry. Both qualitative and quantitative comparisons show that our method outperforms current state‐of‐the‐art approaches.
Giuseppe Claudio Guarnera, Arvin Lin, Abhijeet Ghosh
Comput. Graph. Forum2
2022 Practical and Scalable Desktop-Based High-Quality Facial Capture
Alexander Lattas, Jayanth Kannan, Ekin Öztürk, Luca Filipi, Giuseppe Claudio Guarnera, Gaurav Chawla, Abhijeet Ghosh
ECCV (6)6
2022 Spectral Upsampling Approaches for RGB Illumination
Giuseppe Claudio Guarnera, Yuliya Gitlina, Valentin Deschaintre, Abhijeet Ghosh
EGSR (ST)1
2021 Measurement and rendering of complex non-diffuse and goniochromatic packaging materials
abstract
Abstract Realistic renderings of materials with complex optical properties, such as goniochromatism and non-diffuse reflection, are difficult to achieve. In the context of the print and packaging industries, accurate visualisation of the complex appearance of such materials is a challenge, both for communication and quality control. In this paper, we characterise the bidirectional reflectance of two homogeneous print samples displaying complex optical properties. We demonstrate that in-plane retro-reflective measurements from a single input photograph, along with genetic algorithm-based BRDF fitting, allow to estimate an optimal set of parameters for reflectance models, to use for rendering. While such a minimal set of measurements enables visually satisfactory renderings of the measured materials, we show that a few additional photographs lead to more accurate results, in particular, for samples with goniochromatic appearance.
Aditya Suneel Sole, Giuseppe Claudio Guarnera, Ivar Farup, Peter Nussbaum
Vis. Comput.2
2020 Practical Measurement and Reconstruction of Spectral Skin Reflectance
abstract
Abstract We present two practical methods for measurement of spectral skin reflectance suited for live subjects, and drive a spectral BSSRDF model with appropriate complexity to match skin appearance in photographs, including human faces. Our primary measurement method employs illuminating a subject with two complementary uniform spectral illumination conditions using a multispectral LED sphere to estimate spatially varying parameters of chromophore concentrations including melanin and hemoglobin concentration, melanin blend‐type fraction, and epidermal hemoglobin fraction. We demonstrate that our proposed complementary measurements enable higher‐quality estimate of chromophores than those obtained using standard broadband illumination, while being suitable for integration with multiview facial capture using regular color cameras. Besides novel optimal measurements under controlled illumination, we also demonstrate how to adapt practical skin patch measurements using a hand‐held dermatological skin measurement device, a Miravex Antera 3D camera, for skin appearance reconstruction and rendering. Furthermore, we introduce a novel approach for parameter estimation given the measurements using neural networks which is significantly faster than a lookup table search and avoids parameter quantization. We demonstrate high quality matches of skin appearance with photographs for a variety of skin types with our proposed practical measurement procedures, including photorealistic spectral reproduction and renderings of facial appearance.
Yuliya Gitlina, Giuseppe Claudio Guarnera, Daljit Singh Dhillon, Alexander Lattas, Dinesh K. Pai, Abhijeet Ghosh
Comput. Graph. Forum2
2020 Three Perceptual Dimensions for Specular and Diffuse Reflection
abstract
Previous research investigated the perceptual dimensionality of achromatic reflection of opaque surfaces, by using either simple analytic models of reflection or measured reflection properties of a limited sample of materials. Here, we aim to extend this work to a broader range of simulated materials. In a first experiment, we used sparse multidimensional scaling techniques to represent a set of rendered stimuli in a perceptual space that is consistent with participants’ similarity judgments. Participants were presented with one reference object and four comparisons, rendered with different material properties. They were asked to rank the comparisons according to their similarity to the reference, resulting in an efficient collection of a large number of similarity judgments. To interpret the space individuated by multidimensional scaling, we ran a second experiment in which observers were asked to rate our experimental stimuli according to a list of 30 adjectives referring to their surface reflectance properties. Our results suggest that perception of achromatic reflection is based on at least three dimensions, which we labelled “Lightness,” “Gloss,” and “Metallicity,” in accordance with the rating results. These dimensions are characterized by a relatively simple relationship with the parameters of the physically based rendering model used to generate our stimuli, indicating that they correspond to different physical properties of the rendered materials. Specifically, “Lightness” relates to diffuse reflections, “Gloss” to the presence of high contrast sharp specular highlights, and “Metallicity” to spread out specular reflections.
Matteo Toscani, Dar'ya Guarnera, Giuseppe Claudio Guarnera, Jon Yngve Hardeberg, Karl R. Gegenfurtner
ACM Trans. Appl. Percept.3
2020 Perceptually Validated Cross-Renderer Analytical BRDF Parameter Remapping
abstract
Material appearance of rendered objects depends on the underlying BRDF implementation used by rendering software packages. A lack of standards to exchange material parameters and data (between tools) means that artists in digital 3D prototyping and design, manually match the appearance of materials to a reference image. Since their effect on rendered output is often non-uniform and counter intuitive, selecting appropriate parameterisations for BRDF models is far from straightforward. We present a novel BRDF remapping technique, that automatically computes a mapping (BRDF Difference Probe) to match the appearance of a source material model to a target one. Through quantitative analysis, four user studies and psychometric scaling experiments, we validate our remapping framework and demonstrate that it yields a visually faithful remapping among analytical BRDFs. Most notably, our results show that even when the characteristics of the models are substantially different, such as in the case of a phenomenological model and a physically-based one, our remapped renderings are indistinguishable from the original source model.
Dar'ya Guarnera, Giuseppe Claudio Guarnera, Matteo Toscani, Mashhuda Glencross, Baihua Li, Jon Yngve Hardeberg, Karl R. Gegenfurtner
IEEE Trans. Vis. Comput. Graph.2
2019 BxDF material acquisition, representation, and rendering for VR and design
abstract
Photorealistic and physically-based rendering of real-world environments with high fidelity materials is important to a range of applications, including special effects, architectural modelling, cultural heritage, computer games, automotive design, and virtual reality (VR). Our perception of the world depends on lighting and surface material characteristics, which determine how the light is reflected, scattered, and absorbed. In order to reproduce appearance, we must therefore understand all the ways objects interact with light, and the acquisition and representation of materials has thus been an important part of computer graphics from early days. Nevertheless, no material model nor acquisition setup is without limitations in terms of the variety of materials represented, and different approaches vary widely in terms of compatibility and ease of use.
Giuseppe Claudio Guarnera, Dar'ya Guarnera, Gregory J. Ward, Mashhuda Glencross, Ian Hall
SIGGRAPH Asia1
2019 Turning a Digital Camera into an Absolute 2D Tele-Colorimeter
abstract
Abstract We present a simple and effective technique for absolute colorimetric camera characterization, invariant to changes in exposure/aperture and scene irradiance, suitable in a wide range of applications including image‐based reflectance measurements, spectral pre‐filtering and spectral upsampling for rendering, to improve colour accuracy in high dynamic range imaging. Our method requires a limited number of acquisitions, an off‐the‐shelf target and a commonly available projector, used as a controllable light source, other than the reflected radiance to be known. The characterized camera can be effectively used as a 2D tele‐colorimeter, providing the user with an accurate estimate of the distribution of luminance and chromaticity in a scene, without requiring explicit knowledge of the incident lighting power spectra. We validate the approach by comparing our estimated absolute tristimulus values (XYZ data in ) with the measurements of a professional 2D tele‐colorimeter, for a set of scenes with complex geometry, spatially varying reflectance and light sources with very different spectral power distribution.
Giuseppe Claudio Guarnera, Simone Bianco 0001, Raimondo Schettini
Comput. Graph. Forum1
2017 Woven Fabric Model Creation from a Single Image
abstract
We present a fast, novel image-based technique for reverse engineering woven fabrics at a yarn level. These models can be used in a wide range of interior design and visual special effects applications. To recover our pseudo-Bidirectional Texture Function (BTF), we estimate the three-dimensional (3D) structure and a set of yarn parameters (e.g., yarn width, yarn crossovers) from spatial and frequency domain cues. Drawing inspiration from previous work [Zhao et al. 2012], we solve for the woven fabric pattern and from this build a dataset. In contrast, however, we use a combination of image space analysis and frequency domain analysis, and, in challenging cases, match image statistics with those from previously captured known patterns. Our method determines, from a single digital image, captured with a digital single-lens reflex (DSLR) camera under controlled uniform lighting, the woven cloth structure, depth, and albedo, thus removing the need for separately measured depth data. The focus of this work is on the rapid acquisition of woven cloth structure and therefore we use standard approaches to render the results. Our pipeline first estimates the weave pattern, yarn characteristics, and noise statistics using a novel combination of low-level image processing and Fourier analysis. Next, we estimate a 3D structure for the fabric sample using a first-order Markov chain and our estimated noise model as input, also deriving a depth map and an albedo. Our volumetric textile model includes information about the 3D path of the center of the yarns, their variable width, and hence the volume occupied by the yarns, and colors. We demonstrate the efficacy of our approach through comparison images of test scenes rendered using (a) the original photograph, (b) the segmented image, (c) the estimated weave pattern, and (d) the rendered result.
Giuseppe Claudio Guarnera, Peter Hall 0001, Alain Chesnais, Mashhuda Glencross
ACM Trans. Graph.1
2016 BRDF Representation and Acquisition
abstract
Abstract Photorealistic rendering of real world environments is important in a range of different areas; including Visual Special effects, Interior/Exterior Modelling, Architectural Modelling, Cultural Heritage, Computer Games and Automotive Design. Currently, rendering systems are able to produce photorealistic simulations of the appearance of many real‐world materials. In the real world, viewer perception of objects depends on the lighting and object/material/surface characteristics, the way a surface interacts with the light and on how the light is reflected, scattered, absorbed by the surface and the impact these characteristics have on material appearance. In order to re‐produce this, it is necessary to understand how materials interact with light. Thus the representation and acquisition of material models has become such an active research area. This survey of the state‐of‐the‐art of BRDF Representation and Acquisition presents an overview of BRDF (Bidirectional Reflectance Distribution Function) models used to represent surface/material reflection characteristics, and describes current acquisition methods for the capture and rendering of photorealistic materials.
Dar'ya Guarnera, Giuseppe Claudio Guarnera, Abhijeet Ghosh, Cornelia Denk, Mashhuda Glencross
Comput. Graph. Forum2