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José Miguel Espadero

dblp:02/6867 · DBLP profile ↗
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3ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 2Artificial intelligence and machine learning · 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
Computer animation and physical simulation · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer animation and physical simulation
deformable body simulation
0.212016
High-resolution interaction with corotational coarsening models · ACM Trans. Graph. 2016
Computer animation and physical simulation › model reduction
numerical coarsening
0.212016
High-resolution interaction with corotational coarsening models · ACM Trans. Graph. 2016

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

model reduction · 0.2finite element method · 0.2
YearPublicationVenuePosition
2016 High-resolution interaction with corotational coarsening models
abstract
This paper presents a numerical coarsening method for corotational elasticity, which enables interactive large deformation of high-resolution heterogeneous objects. Our method derives a coarse elastic model from a high-resolution discretization of corotational elasticity with high-resolution boundary conditions. This is in contrast to previous coarsening methods, which derive a coarse elastic model from an unconstrained high-resolution discretization of regular linear elasticity, and then apply corotational computations directly on the coarse setting. We show that previous approaches fail to handle high-resolution boundary conditions correctly, suffering accuracy and robustness problems. Our method, on the other hand, supports efficiently accurate high-resolution boundary conditions, which are fundamental for rich interaction with high-resolution heterogeneous models. We demonstrate the potential of our method for interactive deformation of complex medical imaging data sets.
Rosell Torres, Alejandro Rodríguez 0007, José Miguel Espadero, Miguel A. Otaduy
ACM Trans. Graph.3
2007 SPEM: a new haptic rendering method based on time coherence
abstract
Abstract Nowadays many interactive computer graphics applications use the haptic channel to achieve higher degrees of immersion. Most of these systems have to deal with soft bodies and they always demand higher and higher levels of realism, increasing the complexity of the animated scenarios. Therefore, the techniques used to animate the objects should be very efficient to grant interactivity. Furthermore, one of the most important issues in physically based simulations is to keep the model stable under all simulation conditions. This paper presents a technique called Separated Proxy—Effector Method (SPEM) to keep high levels of stability in the haptic response without degrading the performance of the simulation system. SPEM is fast, haptic plausible, robust, and it deals with soft bodies. Experimental results show the advantages of this new approach from the point of view of stability, in particular if it is compared with distance‐based minimization techniques. Its simplicity grants efficient implementations for a wide range of applications. Copyright © 2007 John Wiley & Sons, Ltd.
José Miguel Espadero, Luis Pastor, Angel Rodríguez
Comput. Animat. Virtual Worlds2
2001 3D wavelet-based multiresolution object representation
Luis Pastor, Angel Rodríguez, José Miguel Espadero, Luis Rincón
Pattern Recognit.3