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Jose I. Echevarria

dblp:03/9592 · DBLP profile ↗
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8ranked-venue papers
2as first author
0since 2021 · last 2020
—ORCID · none

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

Graphics, computer vision, multimedia, augmented reality and games · 8 · 2 first-author

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 · 67% Computational fabrication · 33%

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

TopicWeightPapersLastEvidence papers
Geometric modeling and processing
3d reconstruction
0.212014
Capturing and stylizing hair for 3D fabrication · ACM Trans. Graph. 2014
Computational fabrication
additive manufacturing
0.212014
Capturing and stylizing hair for 3D fabrication · ACM Trans. Graph. 2014
Geometric modeling and processing › 3d reconstruction › 3d human reconstruction
hair capture
0.212014
Capturing and stylizing hair for 3D fabrication · ACM Trans. Graph. 2014

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

multi-view stylization · 0.2feature-preserving color filtering · 0.2
YearPublicationVenuePosition
2020 Simulation of Dendritic Painting
abstract
Abstract We present a new system for interactive dendritic painting. Dendritic painting is characterized by the unique and intricate branching patterns that grow from the interaction of inks, solvents and medium. Painting sessions thus become very dynamic and experimental. To achieve a compelling simulation of this painting technique we introduce a new Reaction‐Diffusion model with carefully designed terms to allow natural interactions in a painting context. We include additional user control not possible in the real world to guide and constrain the growth of the patterns in expressive ways. Our multi‐field model is able to capture and simulate all these complex phenomena efficiently in real time, expanding the tools available to the digital artist, while producing compelling animations for motion graphics.
José A. Canabal, Miguel A. Otaduy, Jose I. Echevarria
Comput. Graph. Forum4
2017 Intrinsic Light Field Images
abstract
Abstract We present a method to automatically decompose a light field into its intrinsic shading and albedo components. Contrary to previous work targeted to two‐dimensional (2D) single images and videos, a light field is a 4D structure that captures non‐integrated incoming radiance over a discrete angular domain. This higher dimensionality of the problem renders previous state‐of‐the‐art algorithms impractical either due to their cost of processing a single 2D slice, or their inability to enforce proper coherence in additional dimensions. We propose a new decomposition algorithm that jointly optimizes the whole light field data for proper angular coherence. For efficiency, we extend Retinex theory, working on the gradient domain, where new albedo and occlusion terms are introduced. Results show that our method provides 4D intrinsic decompositions difficult to achieve with previous state‐of‐the‐art algorithms. We further provide a comprehensive analysis and comparisons with existing intrinsic image/video decomposition methods on light field images.
Elena Garces 0001, Jose I. Echevarria, Hongzhi Wu, Kun Zhou 0001, Diego Gutierrez
Comput. Graph. Forum2
2015 Fast depth from defocus from focal stacks
Stephen W. Bailey, Jose I. Echevarria, Bobby Bodenheimer, Diego Gutierrez
Vis. Comput.2
2014 Capturing and stylizing hair for 3D fabrication
abstract
Recently, we have seen a growing trend in the design and fabrication of personalized figurines, created by scanning real people and then physically reproducing miniature statues with 3D printers. This is currently a hot topic both in academia and industry, and the printed figurines are gaining more and more realism, especially with state-of-the-art facial scanning technology improving. However, current systems all contain the same limitation - no previous method is able to suitably capture personalized hair-styles for physical reproduction. Typically, the subject's hair is approximated very coarsely or replaced completely with a template model. In this paper we present the first method for stylized hair capture, a technique to reconstruct an individual's actual hair-style in a manner suitable for physical reproduction. Inspired by centuries-old artistic sculptures, our method generates hair as a closed-manifold surface, yet contains the structural and color elements stylized in a way that captures the defining characteristics of the hair-style. The key to our approach is a novel multi-view stylization algorithm, which extends feature-preserving color filtering from 2D images to irregular manifolds in 3D, and introduces abstract geometric details that are coherent with the color stylization. The proposed technique fits naturally in traditional pipelines for figurine reproduction, and we demonstrate the robustness and versatility of our approach by capturing several subjects with widely varying hair-styles.
Jose I. Echevarria, Derek Bradley, Diego Gutierrez, Thabo Beeler
ACM Trans. Graph.1
2013 Computational Simulation of Alternative Photographic Processes
abstract
Abstract We present a novel computational framework for physically and chemically‐based simulations of analog alternative photographic processes. In the real world, these processes allow the creation of very personal and unique depictions due to the combination of the chemicals used, the physical interaction with liquid solutions, and the individual craftsmanship of the artist. Our work focuses not only on achieving similar compelling results, but on the manual process as well, introducing a novel exploratory approach for interactive digital image creation and manipulation. With such an emphasis on the user interaction, our simulations are devised to run on tablet devices; thus we propose the combination of a lightweight data‐driven model to simulate the chemical reactions involved, with efficient fluids simulations that modulate them. This combination allows realistic gestures‐based user interaction with constant visual feedback in real‐time. Using the proposed framework, we have built two prototypes with different tradeoffs between realism and flexibility, showing its potential to build novel image editing tools.
Jose I. Echevarria, Gregg Wilensky, Aravind Krishnaswamy, Diego Gutierrez
Comput. Graph. Forum1
2012 SMAA: Enhanced Subpixel Morphological Antialiasing
abstract
Abstract We present a new image‐based, post‐processing antialiasing technique, which offers practical solutions to the common, open problems of existing filter‐based real‐time antialiasing algorithms. Some of the new features include local contrast analysis for more reliable edge detection, and a simple and effective way to handle sharp geometric features and diagonal lines. This, along with our accelerated and accurate pattern classification allows for a better reconstruction of silhouettes. Our method shows for the first time how to combine morphological antialiasing (MLAA) with additional multi/supersampling strategies (MSAA, SSAA) for accurate subpixel features, and how to couple it with temporal reprojection; always preserving the sharpness of the image. All these solutions combine synergies making for a very robust technique, yielding results of better overall quality than previous approaches while more closely converging to MSAA/SSAA references but maintaining extremely fast execution times. Additionally, we propose different presets to better fit the available resources or particular needs of each scenario.
Jorge Jimenez, Jose I. Echevarria, Diego Gutierrez
Comput. Graph. Forum2
2011 Convolution-Based Simulation of Homogeneous Subsurface Scattering
abstract
Abstract This paper introduces a new method for simulating homogeneous subsurface light transport in translucent objects. Our approach is based on irradiance convolutions over a multi‐layered representation of the volume for light transport, which is general enough to obtain plausible depictions of translucent objects based on the diffusion approximation. We aim at providing an efficient physically based algorithm that can apply arbitrary diffusion profiles to general geometries. We obtain accurate results for a wide range of materials, on par with the hierarchical method by Jensen and Buhler.
Adolfo Muñoz 0001, Jose I. Echevarria, Francisco J. Serón, Diego Gutierrez
Comput. Graph. Forum2
2011 BSSRDF Estimation from Single Images
abstract
Abstract We present a novel method to estimate an approximation of the reflectance characteristics of optically thick, homogeneous translucent materials using only a single photograph as input. First, we approximate the diffusion profile as a linear combination of piecewise constant functions, an approach that enables a linear system minimization and maximizes robustness in the presence of suboptimal input data inferred from the image. We then fit to a smoother monotonically decreasing model, ensuring continuity on its first derivative. We show the feasibility of our approach and validate it in controlled environments, comparing well against physical measurements from previous works. Next, we explore the performance of our method in uncontrolled scenarios, where neither lighting nor geometry are known. We show that these can be roughly approximated from the corresponding image by making two simple assumptions: that the object is lit by a distant light source and that it is globally convex, allowing us to capture the visual appearance of the photographed material. Compared with previous works, our technique offers an attractive balance between visual accuracy and ease of use, allowing its use in a wide range of scenarios including off‐the‐shelf, single images, thus extending the current repertoire of real‐world data acquisition techniques.
Adolfo Muñoz 0001, Jose I. Echevarria, Francisco J. Serón, Jorge Lopez-Moreno, Mashhuda Glencross, Diego Gutierrez
Comput. Graph. Forum2