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Carlos Aliaga

dblp:122/6469 · DBLP profile ↗
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10ranked-venue papers
3as first author
3since 2021 · last 2025
0009-0009-8483-9543ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 10 · 3 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 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
2 papers
Rendering · 94% Computer animation and physical simulation · 6%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Rendering
light transport
0.312018
A radiative transfer framework for spatially-correlated materials · ACM Trans. Graph. 2018
Rendering
participating media
0.312018
A radiative transfer framework for spatially-correlated materials · ACM Trans. Graph. 2018
Rendering › material appearance
material perception
0.212015
To stylize or not to stylize?: the effect of shape and material stylization on the perception of computer-generated faces · ACM Trans. Graph. 2015

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

monte carlo rendering · 0.3extended generalized boltzmann equation · 0.3user study · 0.2
YearPublicationVenuePosition
2025 Controllable Biophysical Human Faces
abstract
We present a novel generative model that synthesizes photorealistic, biophysically plausible faces by capturing the intricate relationships between facial geometry and biophysical attributes. Our approach models facial appearance in a biophysically grounded manner, allowing for the editing of both high‐level attributes such as age and gender, as well as low‐level biophysical properties such as melanin level and blood content. This enables continuous modeling of physical skin properties that correlate changes in skin properties with shape changes. We showcase the capabilities of our framework beyond its role as a generative model through two practical applications: editing the texture maps of 3D faces that have already been captured, and serving as a strong prior for face reconstruction when combined with differentiable rendering. Our model allows for the creation of physically‐based relightable, editable faces with consistent topology and uv layout that can be integrated into traditional computer graphics pipelines.
Minghao Liu 0009, Stephane Grabli, Sébastien Speierer, Nikolaos Sarafianos, Lukas Bode, Matt Jen-Yuan Chiang, Christophe Hery, James Davis 0001, Carlos Aliaga
Comput. Graph. Forum9
2023 A Hyperspectral Space of Skin Tones for Inverse Rendering of Biophysical Skin Properties
abstract
Abstract We present a method for estimating the main properties of human skin, leveraging a hyperspectral dataset of skin tones synthetically generated through a biophysical layered skin model and Monte Carlo light transport simulations. Our approach learns the mapping between the skin parameters and diffuse skin reflectance in such space through an encoder‐decoder network. We assess the performance of RGB and spectral reflectance up to 1 μm, allowing the model to retrieve visible and near‐infrared. Instead of restricting the parameters to values in the ranges reported in medical literature, we allow the model to exceed such ranges to gain expressiveness to recover outliers like beard, eyebrows, rushes and other imperfections. The continuity of our albedo space allows to recover smooth textures of skin properties, enabling reflectance manipulations by meaningful edits of the skin properties. The space is robust under different illumination conditions, and presents high spectral similarity with the current largest datasets of spectral measurements of real human skin while expanding its gamut.
Carlos Aliaga, Menqi Xia, Adrián Jarabo, Gustav Braun, Christophe Hery
Comput. Graph. Forum1
2023 Accelerating Hair Rendering by Learning High-Order Scattered Radiance
abstract
Abstract Efficiently and accurately rendering hair accounting for multiple scattering is a challenging open problem. Path tracing in hair takes long to converge while other techniques are either too approximate while still being computationally expensive or make assumptions about the scene. We present a technique to infer the higher order scattering in hair in constant time within the path tracing framework, while achieving better computational efficiency. Our method makes no assumptions about the scene and provides control over the renderer's bias & speedup. We achieve this by training a small multilayer perceptron (MLP) to learn the higher‐order radiance online, while rendering progresses. We describe how to robustly train this network and thoroughly analyze our resulting renderer's characteristics. We evaluate our method on various hairstyles and lighting conditions. We also compare our method against a recent learning based & a traditional real‐time hair rendering method and demonstrate better quantitative & qualitative results. Our method achieves a significant improvement in speed with respect to path tracing, achieving a run‐time reduction of 40%‐70% while only introducing a small amount of bias.
Aakash KT, Adrián Jarabo, Carlos Aliaga, Matt Jen-Yuan Chiang, Olivier Maury, Christophe Hery, P. J. Narayanan, Giljoo Nam
Comput. Graph. Forum3
2019 Recent advances in fabric appearance reproduction
Carlos Castillo 0004, Jorge Lopez-Moreno, Carlos Aliaga
Comput. Graph.3
2018 A radiative transfer framework for spatially-correlated materials
abstract
We introduce a non-exponential radiative framework that takes into account the local spatial correlation of scattering particles in a medium. Most previous works in graphics have ignored this, assuming uncorrelated media with a uniform, random local distribution of particles. However, positive and negative correlation lead to slower- and faster-than-exponential attenuation respectively, which cannot be predicted by the Beer-Lambert law. As our results show, this has a major effect on extinction, and thus appearance. From recent advances in neutron transport, we first introduce our Extended Generalized Boltzmann Equation, and develop a general framework for light transport in correlated media. We lift the limitations of the original formulation, including an analysis of the boundary conditions, and present a model suitable for computer graphics, based on optical properties of the media and statistical distributions of scatterers. In addition, we present an analytic expression for transmittance in the case of positive correlation, and show how to incorporate it efficiently into a Monte Carlo renderer. We show results with a wide range of both positive and negative correlation, and demonstrate the differences compared to classic light transport.
Adrián Jarabo, Carlos Aliaga, Diego Gutierrez
ACM Trans. Graph.2
2017 An Appearance Model for Textile Fibers
abstract
Abstract Accurately modeling how light interacts with cloth is challenging, due to the volumetric nature of cloth appearance and its multiscale structure, where microstructures play a major role in the overall appearance at higher scales. Recently, significant effort has been put on developing better microscopic models for cloth structure, which have allowed rendering fabrics with unprecedented fidelity. However, these highly‐detailed representations still make severe simplifications on the scattering by individual fibers forming the cloth, ignoring the impact of fibers' shape, and avoiding to establish connections between the fibers' appearance and their optical and fabrication parameters. In this work we put our focus in the scattering of individual cloth fibers; we introduce a physically‐based scattering model for fibers based on their low‐level optical and geometric properties, relying on the extensive textile literature for accurate data. We demonstrate that scattering from cloth fibers exhibits much more complexity than current fiber models, showing important differences between cloth type, even in averaged conditions due to longer views. Our model can be plugged in any framework for cloth rendering, matches scattering measurements from real yarns, and is based on actual parameters used in the textile industry, allowing predictive bottom‐up definition of cloth appearance.
Carlos Aliaga, Carlos Castillo 0004, Diego Gutierrez, Miguel A. Otaduy, Jorge Lopez-Moreno, Adrián Jarabo
Comput. Graph. Forum1
2015 Sackcloth or silk?: the impact of appearance vs dynamics on the perception of animated cloth
abstract
Physical simulation and rendering of cloth is widely used in 3D graphics applications to create realistic and compelling scenes. However, cloth animation can be slow to compute and difficult to specify. In this paper, we present a set of experiments in which we explore some factors that contribute to the perception of cloth, to determine how efficiency could be improved without sacrificing realism. Using real video footage of several fabrics covering a wide range of visual appearances and dynamic behaviors, and their simulated counterparts, we explore the interplay of visual appearance and dynamics in cloth animation.
Carlos Aliaga, Carol O'Sullivan, Diego Gutierrez, Rasmus Tamstorf
SAP1
2015 A Biophysically-Based Model of the Optical Properties of Skin Aging
abstract
Abstract This paper presents a time‐varying, multi‐layered biophysically‐based model of the optical properties of human skin, suitable for simulating appearance changes due to aging. We have identified the key aspects that cause such changes, both in terms of the structure of skin and its chromophore concentrations, and rely on the extensive medical and optical tissue literature for accurate data. Our model can be expressed in terms of biophysical parameters, optical parameters commonly used in graphics and rendering (such as spectral absorption and scattering coefficients), or more intuitively with higher‐level parameters such as age, gender, skin care or skin type. It can be used with any rendering algorithm that uses diffusion profiles, and it allows to automatically simulate different types of skin at different stages of aging, avoiding the need for artistic input or costly capture processes. While the presented skin model is inspired on tissue optics studies, we also provided a simplified version valid for non‐diagnostic applications.
José Antonio Iglesias Guitián, Carlos Aliaga, Adrián Jarabo, Diego Gutierrez
Comput. Graph. Forum2
2015 To stylize or not to stylize?: the effect of shape and material stylization on the perception of computer-generated faces
abstract
Virtual characters contribute strongly to the entire visuals of 3D animated films. However, designing believable characters remains a challenging task. Artists rely on stylization to increase appeal or expressivity, exaggerating or softening specific features. In this paper we analyze two of the most influential factors that define how a character looks: shape and material. With the help of artists, we design a set of carefully crafted stimuli consisting of different stylization levels for both parameters, and analyze how different combinations affect the perceived realism, appeal, eeriness, and familiarity of the characters. Moreover, we additionally investigate how this affects the perceived intensity of different facial expressions (sadness, anger, happiness, and surprise). Our experiments reveal that shape is the dominant factor when rating realism and expression intensity, while material is the key component for appeal. Furthermore our results show that realism alone is a bad predictor for appeal, eeriness, or attractiveness.
Eduard Zell, Carlos Aliaga, Adrián Jarabo, Katja Zibrek, Diego Gutierrez, Rachel McDonnell, Mario Botsch
ACM Trans. Graph.2
2013 Display adaptive 3D content remapping
Belén Masiá, Gordon Wetzstein, Carlos Aliaga, Ramesh Raskar, Diego Gutierrez
Comput. Graph.3